Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
===|| JD's Ever-Growing, Seldom-Replied-To House Rules Thread (TM) ||===
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jack Daniel" data-source="post: 39780" data-attributes="member: 694"><p><strong>And once again...</strong></p><p></p><p><span style="font-size: 15px">The Classic Ranger</span></p><p></p><p>[CODE][color=white] Base Fort Ref Will </p><p>Lvl Attack Bonus Save Save Save Special</p><p> 1 +1 +2 0 0 Track, Quarry Bonus +1, Favored Enemy</p><p> 2 +2 +3 0 0 ~Detect Enemy~</p><p> 3 +3 +3 +1 +1 Smite Enemy</p><p> 4 +4 +4 +1 +1 Quarry Bonus +2, Ranger Spells</p><p> 5 +5 +4 +1 +1 Animal Companion</p><p> 6 +6/+1 +5 +2 +2</p><p> 7 +7/+2 +5 +2 +2 </p><p> 8 +8/+3 +6 +2 +2 Quarry Bonus +3</p><p> 9 +9/+4 +6 +3 +3</p><p>10 +10/+5 +7 +3 +3 </p><p>11 +11/+6/+1 +7 +3 +3</p><p>12 +12/+7/+2 +8 +4 +4 Quarry Bonus +4</p><p>13 +13/+8/+3 +8 +4 +4</p><p>14 +14/+9/+4 +9 +4 +4</p><p>15 +15/+10/+5 +9 +5 +5 </p><p>16 +16/+11/+6/+1 +10 +5 +5 Quarry Bonus +5</p><p>17 +17/+12/+7/+2 +10 +5 +5</p><p>18 +18/+13/+8/+3 +11 +6 +6</p><p>19 +19/+14/+9/+4 +11 +6 +6</p><p>20 +20/+15/+10/+5 +12 +6 +6 Quarry Bonus +6[/color][/CODE]<strong>Hit Die:</strong> d10</p><p><strong>Skill Points:</strong> 4 + Int bonus/level.</p><p><strong>Class Skills:</strong> As standard ranger, plus Bluff, Gather Information, and Sense Motive.</p><p><strong>Proficiencies:</strong> As standard ranger. Note: While all warrior types are familiar with simple weapons, martial weapons, shields, light armors, and medium armors, it is the fighters, paladins, and psychic warriors who prefer heavy armor. Rangers and barbarians do not, however, so we at Old Jack's Guild of Rogues recommend that <em>both</em> these classes be accorded two-weapon fighting and amibexterity to compensate for the lack of armor skill. </p><p><strong>Alignment:</strong> Rangers are the defenders of the frontier, and must swear to protect those weaker than themselves. They must adhere to a Good alignment, or become ex-rangers.</p><p><strong>Track:</strong> Gained as a bonus feat at 1st level.</p><p><strong>Quarry Bonus:</strong> 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 and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. At the ranger's option, he can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. The ranger may change his quarry mid-session if the DM allows, but it requires three full rounds of the ranger studying his prey.</p><p> Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, drop fractions. At every four levels after the first, the base Quarry Bonus rises by +1.</p><p><strong>Favored Enemy:</strong> At 1st level, the ranger chooses one particular class of creatures as a Favored Enemy. He may choose his ranger sub-type from the folllowing list: <ul> <li data-xf-list-type="ul"><em>Beast-Killer</em> (Animals, Beasts, Magical Beasts, and Vermin)</li> <li data-xf-list-type="ul"><em>Bounty-Hunter</em> (Evil Humans and Demihumans)</li> <li data-xf-list-type="ul"><em>Dragon-Slayer</em> (Dragons and Reptilian Humanoids)</li> <li data-xf-list-type="ul"><em>Giant-Killer</em> (Giants)</li> <li data-xf-list-type="ul"><em>Goblin-Slayer</em> (Orcs, Goblinoids, and Monstrous Humanoids)</li> <li data-xf-list-type="ul"><em>Planes-Stalker</em> (Demons, Devils, and Evil Elementals)</li> <li data-xf-list-type="ul"><em>Sea-Stalker</em> (Aquatic Creatures)</li> <li data-xf-list-type="ul"><em>Spirit-Slayer</em> (Fey and Spirits)</li> <li data-xf-list-type="ul"><em>Vampire-Hunter</em> (Undead)</li> <li data-xf-list-type="ul"><em>Weed-Killer</em> (Oozes and Plants)</li> <li data-xf-list-type="ul"><em>Xenobiologist</em> (Abberations and Shapechangers)</li> </ul><p>The ranger always applies his full Quarry bonus to his favored enemy, rather than reducing it to 1/3.</p><p><strong><em>Detect Enemy:</em></strong> A ranger of 2nd level can <em>detect</em> his favored enemies as a spell-like ability at will, just like a paladin's <em>detect evil</em> ability.</p><p><strong>Smite Enemy:</strong> Once per day, the ranger can declare his next attack against a favored enemy to be a Smite. The smiting must be declared before the attack is rolled, so a miss ruins the attempt. The ranger gets a +4 bonus to his attack roll and his level to damage if he hits. Since this damage is superanturally derived, it even affects creatures without vital areas and the like.</p><p><strong>Ranger Spells:</strong> As standard ranger.</p><p><strong>Animal Companion:</strong> After 5th level, the ranger can call upon any sort of animal he has befriended with <em>animal friendship</em> to be his special animal companion. This animal companion no longer counts against the ranger's total <em>animal friendship</em> hit dice, and it acquires certain special abilities while it is bound to the ranger. A ranger may only have one such animal companion at a time. The animal's subtype changes to magical beast, and it gains the following:</p><p>[CODE][color=limegreen]Ranger Bonus Natural Str Int</p><p>Level HD Armor Adj. Score Special</p><p>5-7 +2 +1 +1 6 Improved Evasion, Share Spells, </p><p> Empathic Link, Share Saving Throws</p><p>8-10 +4 +3 +2 7 Speak with ranger</p><p>11-14 +6 +5 +3 8 Blood Bond</p><p>15-20 +8 +7 +4 9 Spell Resistance[/color][/CODE]<em>Improved Evasion/Share Spells/Empathic Link/Share Saving Throws/Spell Resistance:</em> These qualities are identical to those of the paladin's mount.</p><p><em>Speak with ranger:</em> The ranger and the animal can communicate verbally in a tongue only they can understand; other creatures will no comprehend their speech without magical help.</p><p><em>Blood Bond:</em> The companion gains a +2 bonus to all attacks, checks, and saves if it witnesses the ranger being threatened or harmed. This bonus lasts as long as the threat remains apparent.</p><p><strong>Ex-Rangers:</strong> A ranger who ceases to be good in alignment loses all divine spells and the loyalty of his animal companions. He retains all proficiencies, feats, and other abilities, but may no longer gain levels as a ranger until he returns to a good alignment and receives atonement from a cleric of sufficient level.</p><p>--</p><p><strong>Improved Ambidexterity [General]</strong></p><p><strong>Prerequisites:</strong> Base Attack +6, Dex 13+, Ambidexterity, Two-Weapon Fighting</p><p><strong>Benefit:</strong> When fighting with two weapons of your size category, such as longswords for an Elf or short swords for a Halfling, you gain a +2 bonus to all attacks, negating the penalty for an off-hand weapon not being light.</p><p><strong>Normal:</strong> You suffer a -2 penalty to your attack rolls when fighting with two weapons and your off-hand weapon is not one size category below you.</p><p>--</p><p><em>Converting the Favored Enemy system to the Quarry system</em></p><p>Actually, this isn't all that hard. Just follow this guidline: an ability for which the ranger had to choose one of his favored enemies now works only on this ranger's single favored enemy; an ability that automatically worked on all favored enemies now works on whatever the ranger's quarry is at the time. For example, feats like Supernatural Blow and Favored Critical would now only work on the ranger's favored enemy, while the 3rd level ranger spell <em>detect favored enemies</em> becomes <em>detect quarry</em>. The <em>detect enemy</em> ability given to the ranger at 2nd level is more like the paladin's <em>detect evil</em> power, only working on the ranger's favored enemy, and only with a range of 60 feet.</p><p>Prestige classes like the Foe Hunter, Gnome Giant Killer, and Shadow Scout who gain favored enemy bonuses should have those bonuses replaced with quarry bonuses that stack with the ranger's. The Extra Favored Enemy feat should be dropped for a feat that grants a +1 quarry bonus.</p><p></p><p><span style="font-size: 15px">The Classic Bard</span></p><p></p><p>[CODE][color=white]Lv BAB Fort Ref Will Special</p><p></p><p>1 0 +1 +1 +1 Bardic Muisic/Bardic Knowledge/</p><p> Bard Spells, Fochlucan College</p><p>2 +1 +2 +2 +2 MacFuirmidh College</p><p>3 +2 +2 +2 +2 ~Inspire Competence~</p><p>4 +3 +2 +2 +2 Doss College</p><p>5 +3 +3 +3 +3</p><p>6 +4 +3 +3 +3 ~Suggestion~</p><p>7 +5 +4 +4 +4 Canaith College</p><p>8 +6 +4 +4 +4</p><p>9 +6 +4 +4 +4 ~Inspire Greatness~</p><p>10 +7 +5 +5 +5 Cli College</p><p>11 +8 +5 +5 +5</p><p>12 +9 +6 +6 +6</p><p>13 +9 +6 +6 +6 Anstruth College</p><p>14 +10 +6 +6 +6</p><p>15 +11 +7 +7 +7</p><p>16 +12 +7 +7 +7 Ollamh College</p><p>17 +12 +8 +8 +8</p><p>18 +13 +8 +8 +8</p><p>19 +14 +8 +8 +8 Magna Alumnae College</p><p>20 +15 +9 +9 +9[/color][/CODE]<strong>Proficiencies:</strong> Bards are initially proficient in the normal bard armors, and only simple weapons; extra bard weapons are delt with below.</p><p><strong>Bardic Music/Knowledge/Spells:</strong> These remain almost unchanged from the standard version. The only difference is that higher level Bardic Music abilities require a minimum bard level (as noted above) <em>in addition</em> to their minimum Perform ranks.</p><p><strong>Bardic Colleges:</strong> The names actually come from the 1st edition bard progression table. Each time the bard enters a new collegate level, he gains either a bardic weapon proficiency or the Skill Mastery ability for one of his bard class skills. The bard begins in the Fochlucan College, so he may begin with one bonus weapon proficiency or Skill Mastery (the ability to take 10 in any situation) for one bard skill.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 39780, member: 694"] [b]And once again...[/b] [size=4]The Classic Ranger[/size] [CODE][color=white] Base Fort Ref Will Lvl Attack Bonus Save Save Save Special 1 +1 +2 0 0 Track, Quarry Bonus +1, Favored Enemy 2 +2 +3 0 0 ~Detect Enemy~ 3 +3 +3 +1 +1 Smite Enemy 4 +4 +4 +1 +1 Quarry Bonus +2, Ranger Spells 5 +5 +4 +1 +1 Animal Companion 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Quarry Bonus +3 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 11 +11/+6/+1 +7 +3 +3 12 +12/+7/+2 +8 +4 +4 Quarry Bonus +4 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 15 +15/+10/+5 +9 +5 +5 16 +16/+11/+6/+1 +10 +5 +5 Quarry Bonus +5 17 +17/+12/+7/+2 +10 +5 +5 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 20 +20/+15/+10/+5 +12 +6 +6 Quarry Bonus +6[/color][/CODE][b]Hit Die:[/b] d10 [b]Skill Points:[/b] 4 + Int bonus/level. [b]Class Skills:[/b] As standard ranger, plus Bluff, Gather Information, and Sense Motive. [b]Proficiencies:[/b] As standard ranger. Note: While all warrior types are familiar with simple weapons, martial weapons, shields, light armors, and medium armors, it is the fighters, paladins, and psychic warriors who prefer heavy armor. Rangers and barbarians do not, however, so we at Old Jack's Guild of Rogues recommend that [i]both[/i] these classes be accorded two-weapon fighting and amibexterity to compensate for the lack of armor skill. [b]Alignment:[/b] Rangers are the defenders of the frontier, and must swear to protect those weaker than themselves. They must adhere to a Good alignment, or become ex-rangers. [b]Track:[/b] Gained as a bonus feat at 1st level. [b]Quarry Bonus:[/b] 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 and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. At the ranger's option, he can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. The ranger may change his quarry mid-session if the DM allows, but it requires three full rounds of the ranger studying his prey. Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, drop fractions. At every four levels after the first, the base Quarry Bonus rises by +1. [b]Favored Enemy:[/b] At 1st level, the ranger chooses one particular class of creatures as a Favored Enemy. He may choose his ranger sub-type from the folllowing list:[list][*][i]Beast-Killer[/i] (Animals, Beasts, Magical Beasts, and Vermin)[*][i]Bounty-Hunter[/i] (Evil Humans and Demihumans)[*][i]Dragon-Slayer[/i] (Dragons and Reptilian Humanoids)[*][i]Giant-Killer[/i] (Giants)[*][i]Goblin-Slayer[/i] (Orcs, Goblinoids, and Monstrous Humanoids)[*][i]Planes-Stalker[/i] (Demons, Devils, and Evil Elementals)[*][i]Sea-Stalker[/i] (Aquatic Creatures)[*][i]Spirit-Slayer[/i] (Fey and Spirits)[*][i]Vampire-Hunter[/i] (Undead)[*][i]Weed-Killer[/i] (Oozes and Plants)[*][i]Xenobiologist[/i] (Abberations and Shapechangers)[/list]The ranger always applies his full Quarry bonus to his favored enemy, rather than reducing it to 1/3. [b][i]Detect Enemy:[/i][/b] A ranger of 2nd level can [i]detect[/i] his favored enemies as a spell-like ability at will, just like a paladin's [i]detect evil[/i] ability. [b]Smite Enemy:[/b] Once per day, the ranger can declare his next attack against a favored enemy to be a Smite. The smiting must be declared before the attack is rolled, so a miss ruins the attempt. The ranger gets a +4 bonus to his attack roll and his level to damage if he hits. Since this damage is superanturally derived, it even affects creatures without vital areas and the like. [b]Ranger Spells:[/b] As standard ranger. [b]Animal Companion:[/b] After 5th level, the ranger can call upon any sort of animal he has befriended with [i]animal friendship[/i] to be his special animal companion. This animal companion no longer counts against the ranger's total [i]animal friendship[/i] hit dice, and it acquires certain special abilities while it is bound to the ranger. A ranger may only have one such animal companion at a time. The animal's subtype changes to magical beast, and it gains the following: [CODE][color=limegreen]Ranger Bonus Natural Str Int Level HD Armor Adj. Score Special 5-7 +2 +1 +1 6 Improved Evasion, Share Spells, Empathic Link, Share Saving Throws 8-10 +4 +3 +2 7 Speak with ranger 11-14 +6 +5 +3 8 Blood Bond 15-20 +8 +7 +4 9 Spell Resistance[/color][/CODE][i]Improved Evasion/Share Spells/Empathic Link/Share Saving Throws/Spell Resistance:[/i] These qualities are identical to those of the paladin's mount. [i]Speak with ranger:[/i] The ranger and the animal can communicate verbally in a tongue only they can understand; other creatures will no comprehend their speech without magical help. [i]Blood Bond:[/i] The companion gains a +2 bonus to all attacks, checks, and saves if it witnesses the ranger being threatened or harmed. This bonus lasts as long as the threat remains apparent. [b]Ex-Rangers:[/b] A ranger who ceases to be good in alignment loses all divine spells and the loyalty of his animal companions. He retains all proficiencies, feats, and other abilities, but may no longer gain levels as a ranger until he returns to a good alignment and receives atonement from a cleric of sufficient level. -- [b]Improved Ambidexterity [General][/b] [b]Prerequisites:[/b] Base Attack +6, Dex 13+, Ambidexterity, Two-Weapon Fighting [b]Benefit:[/b] When fighting with two weapons of your size category, such as longswords for an Elf or short swords for a Halfling, you gain a +2 bonus to all attacks, negating the penalty for an off-hand weapon not being light. [b]Normal:[/b] You suffer a -2 penalty to your attack rolls when fighting with two weapons and your off-hand weapon is not one size category below you. -- [i]Converting the Favored Enemy system to the Quarry system[/i] Actually, this isn't all that hard. Just follow this guidline: an ability for which the ranger had to choose one of his favored enemies now works only on this ranger's single favored enemy; an ability that automatically worked on all favored enemies now works on whatever the ranger's quarry is at the time. For example, feats like Supernatural Blow and Favored Critical would now only work on the ranger's favored enemy, while the 3rd level ranger spell [i]detect favored enemies[/i] becomes [i]detect quarry[/i]. The [i]detect enemy[/i] ability given to the ranger at 2nd level is more like the paladin's [i]detect evil[/i] power, only working on the ranger's favored enemy, and only with a range of 60 feet. Prestige classes like the Foe Hunter, Gnome Giant Killer, and Shadow Scout who gain favored enemy bonuses should have those bonuses replaced with quarry bonuses that stack with the ranger's. The Extra Favored Enemy feat should be dropped for a feat that grants a +1 quarry bonus. [size=4]The Classic Bard[/size] [CODE][color=white]Lv BAB Fort Ref Will Special 1 0 +1 +1 +1 Bardic Muisic/Bardic Knowledge/ Bard Spells, Fochlucan College 2 +1 +2 +2 +2 MacFuirmidh College 3 +2 +2 +2 +2 ~Inspire Competence~ 4 +3 +2 +2 +2 Doss College 5 +3 +3 +3 +3 6 +4 +3 +3 +3 ~Suggestion~ 7 +5 +4 +4 +4 Canaith College 8 +6 +4 +4 +4 9 +6 +4 +4 +4 ~Inspire Greatness~ 10 +7 +5 +5 +5 Cli College 11 +8 +5 +5 +5 12 +9 +6 +6 +6 13 +9 +6 +6 +6 Anstruth College 14 +10 +6 +6 +6 15 +11 +7 +7 +7 16 +12 +7 +7 +7 Ollamh College 17 +12 +8 +8 +8 18 +13 +8 +8 +8 19 +14 +8 +8 +8 Magna Alumnae College 20 +15 +9 +9 +9[/color][/CODE][b]Proficiencies:[/b] Bards are initially proficient in the normal bard armors, and only simple weapons; extra bard weapons are delt with below. [b]Bardic Music/Knowledge/Spells:[/b] These remain almost unchanged from the standard version. The only difference is that higher level Bardic Music abilities require a minimum bard level (as noted above) [i]in addition[/i] to their minimum Perform ranks. [b]Bardic Colleges:[/b] The names actually come from the 1st edition bard progression table. Each time the bard enters a new collegate level, he gains either a bardic weapon proficiency or the Skill Mastery ability for one of his bard class skills. The bard begins in the Fochlucan College, so he may begin with one bonus weapon proficiency or Skill Mastery (the ability to take 10 in any situation) for one bard skill. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
===|| JD's Ever-Growing, Seldom-Replied-To House Rules Thread (TM) ||===
Top