Magic-free Ranger?

iblis

First Post
I have a sneaking suspicion this question has been asked a hundred - or possibly a thousand - times before, and sorry in that case but...

Has anyone written up a really good, balanced zero-magic Ranger class, as in non-prestige?

If so, would there be links to these?

It's just that I've been working on my own version called the 'Wayfarer' (temporarily, until I hopefully think of a better name), but I'm still a bit new to the whole 'tinkering with 3rd ed.' thing. I'd like to see how ideas and mechanics compare at this stage. Once it's closer to completion, I'll post the finished thing for analysis and comment.

Thanks in advance for any information. :)
 

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Do you have Complete Warrior? It has non-spellcasting Ranger and Paladin base classes.

Ranger gets the following in place of spells:

Fast Movement (level 6)-Can move faster

Nature's Blessing (Level 11)-Once per day may add +4 to CON, DEX, or WIS, lasts 1 minute per class level

Healing Touch(level 13)-Once per day, can use neutralize poison or remove disease as a caster whose level is equal to half ranger's class level

Freedom of Movement (level 16)-Once per day, can use freedom of movement as a caster whose level is equal to half ranger's class level
 
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And if the CW's abilities seem too magical, try this:

Fast Movement at 5th level (like a barbarian)

Damage reduction as a barbarian: 1/- at 7th level, increases by +1 every three levels thereafter.

I suggest 5th level instead of 6th so that the Ranger has a "cookie" at each level; at 6th level he already gets a weapon style feat.
 

Hoi! this is a reprint of someone else's material; sorry can't find name right now. basically, it's a modified scout/ranger. check it out! :)

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Bedouin
None is a master of the wilderness like the Bedouin. Raised among the tribes, he knows the harshness of the nomadic life. Seeking to better himself, he uses his knowledge of the land and its inhabitants to act as a scout and guide. Some say he is a loner, and others find him downright rude, but it took a long time for those nomad principles to get in his head, and he sure isn’t letting go of them without a fight.

Hit Die: d8.
Class Skills
Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (geography), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Survival (Wis).

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: A guide is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Safe Passage: When traveling overland in natural settings, the ranger and the group he guides may get along more easily when moving overland. The group may perform one of the following actions without affecting their overland movement rate. Normally these actions all require that the group reduce their movement.
• Travel at normal rate while foraging and hunting. (See the Survival skill)
• Travel at normal rate while hiding the group’s tracks. (See the Tracking feat)
• Travel at normal rate while protecting themselves from dangerous weather. (Survival skill)
• Travel at normal rate in darkness or fog. (See the Adventuring Chapter)
Tracking: At first level, the Ranger gains the Tracking feat.
Pathfinding (Ex): When traveling overland in natural settings the ranger and the group he guides may keep up a brisk pace without wearing themselves down. This is due to a combination of picking safer routes and not wasting time on backtracking. Each hour the ranger’s group moves overland at a “hustling rate”(see page 142-143) they reduce the damage received every hour by the 1d2 points. Make one roll for the entire group each hour. At 5th level, reduce the damage by 1d4. At 9th level, reduce the damage by 2d4. At 13th level, reduce the damage by 3d4. At 17th level, reduce the damage by 4d4.
Scout (Ex): When traveling overland in natural settings, the ranger and the group he guides are more likely to avoid ambushes and react quickly to danger. At 2nd level, they receive a +1 competency bonus to Spot and Listen checks for purposes of determining surprise, and to Initiative. At 6th level, this bonus increases to +2. At 10th level, this bonus is increased to +3. At 14th level, this bonus is increased to +4. At 18th level, this bonus is increased to +5.

Favored Enemy or Terrain: At 2nd, 6th, 10th, 14th, and 18th level the Ranger can choose one of the following benefits: Favored Enemy or Favored Terrain. Each of these categories is explained in detail below.

Special Ability: At every two levels after choosing a favored terrain or enemy, (3rd and 4th, 7th and 8th, etc.) the ranger can pick a special ability associated with their favored enemies, or their favored terrains. Special abilities are listed and described below, in conjunction with the descriptions of the Favored Enemy and Favored Terrain categories:

Favored Enemy: Taking this benefit gives a +1 bonus against damage rolls and certain skill rolls against one 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 Survival checks when using these skills against this type of creature. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits. Each time you take this benefit, you can choose whether to add to an existing favored enemy bonus OR whether to take a +1 bonus against a new favored enemy.

Special abilities related to favored enemy:
Favored enemy feats can only be used against a favored enemy creature. These feats work as normal except that they only apply against a favored enemy. Ambush Foe* (Flank Foe*), Combat Reflexes, Dispatch Foe*, Power Attack (Cleave (Great Cleave)), Improved Critical, Improved Bull Rush, Opportunistic Attack*. Items marked with a star* are described below:
AMBUSH FOE (Ex) If you manage to conceal yourself or your weapon before making your attack, your surprise attack does d6 extra damage if you strike a favored enemy, rather than the standard +1 damage. (If you have taken favored enemy twice against the creature's type and would normally get a +2 favored enemy damage, then your surprise attack does 2d6 damage rather than +2, etc. Note that unlike the rogue's sneak attack ability, the ranger's Ambush Foe ability is not effective against an unsurprised foe that is simply flanked.
FLANK FOE (Ex) As Ambush Foe, except that you can now inflict the variable damage against a flanked foe as well as a surprised foe. Requires Ambush Foe.
DISPATCH FOE (Ex) You can inflict a coup de grace against a favored enemy as a standard action instead of as a full round action.
OPPORTUNISTIC ATTACK (Ex) As the rogue special ability, but only gives you the attack of opportunity against a favored enemy who has been struck in combat that round.

Favored Terrain: The ranger becomes an expert in one particular terrain type for each time that they takes this ability. This translates to a +4 bonus to Wilderness Lore and Knowledge (Nature) checks when the ranger is within one of her favored terrain types. Allowable terrain types include Monsoon Desert (floodplains near river), Coastal Desert (by the sea), Rain-Shadow Desert (at the base of mountains), and Tradewind Desert (isolated and windswept).
If the Bedouin has spent time in the following terrains, then they are allowable as well: Forest, Jungle, Hill, Mountain, Plains, River, Swamp, and the Underworld.
Special abilities related to favored terrains:
Feats listed work as normal with the exception that they only apply within a ranger’s favored terrain: Alertness (Focused Alertness*), Blind-Fight, Blaze Trail*, Deflect Arrows*, Dodge (Mobility, Spring Attack), Expertise (Improved Trip), Fast Movement*, Favored Land*, Hard March*, Improved Initiative, Lay of the Land*, Lightning Reflexes, Local Flora*, Point Blank Shot (Shot on the Run), Predict Weather*, Run, Stealth*, Terrain Optimization*, Uncanny Dodge*. Items marked with a star* are described below:
BLAZE TRAIL (Ex) Due to your familiarity with the favored terrain, you can add your wisdom bonus to the party's base move for calculating the daily movement rate if you go first in the party order, and if the party follows your leadership.
DEFLECT ARROWS (Ex) The game effect is identical to the standard Deflect Arrows feat, but you obtain the effect not by physically deflecting the arrows, but by using your knowledge of every bump and tree in the land. The DM may rule this ability ineffective under certain circumstances, for example, in a salt flat, which contains neither bumps nor trees.
FAVORED LAND (Ex) You become intimately familiar with an area of a specific region in which you also have a favored terrain. The size of the region is limited to a 10-mile radius for every year the ranger has lived in that region. You come to know every rock, every well, every crevasse and valley within your favored land. You can "take 20" with Intuit Direction skill checks when outdoors within your favored land. As long as you are within the boundaries of your favored land, you receive a +4 bonus to Climb, Hide, Listen, Move Silently, and Spot. In addition, for every five levels of ranger you possess (rounded down) you receive a +1 dodge bonus to your AC while on your favored land. This ability may only be taken once.
FAST MOVEMENT (Ex) Your movement rate increases by 5 feet within your favored terrains or land. This option can be taken multiple times, adding 5' to your movement rate each time, but only within your favored terrain.
FOCUSED ALTERTNESS (Ex) You can "take 10" at any time with the Spot and Listen skills within your favored terrain.
HARD MARCH (Ex) Due to the party's confidence in your knowledge of the favored terrain, everyone following you can add your charisma bonus to their saving throws for enduring a forced march.
LAY OF THE LAND (Ex) Your knowledge of the lay of the land allows you to "take 10" with any of the following skills even in circumstances that you could not normally take 10: Climb, Hide, Ride Animal, Hide.
LOCAL FLORA (Ex) Your knowledge of local plants and creatures allows you to "take 10" with any of the following skills even in circumstances that you could not normally take 10: Wilderness Lore, Animal Empathy, Handle Animal. The plants, animals, or beasts being dealt with must be local to your favored terrain. If it turns out that the beast you are trying to calm using Animal Empathy has wandered in from other lands, you will find yourself forced to make a roll rather than taking 10.
PREDICT WEATHER (Ex) While in a favored terrain, you can predict natural changes in the weather with a successful Wilderness Lore roll. You can predict the natural weather for one hour per point of your Wilderness Lore roll above 10.
STEALTH (Ex) You gain +4 to Hide and to Move Silently skills while within your favored terrain. This stacks with the bonuses granted from the Favored Land ability if you have it.
TERRAIN OPTIMIZATION (Ex) Within your favored terrains, you can "take 10" at any time with the Wilderness Lore skill, and in addition, you gain a +2 to all trip attempts within your favored terrain.
UNCANNY DODGE (Ex) Due to your familiarity with the terrain, you get the benefits of the rogue's uncanny dodge ability while in favored terrain. The first time this option is taken, Uncanny Dodge allows the Ranger in their favored terrain to use his dexterity bonus even when caught flat-footed. The second time this option is taken, Uncanny Dodge allows the Ranger in their favored terrain to avoid the penalties associated with being flanked.

Level Base Attack Fort Save Ref
Save Will
Save Special
1st +1 +2 +2 +0 Safe Passage, Track, Pathfinding
2nd +2 +3 +3 +0 Favored enemy/terrain, Scout +1
3rd +3 +3 +3 +1 Special Ability
4th +4 +4 +4 +1 Special Ability
5th +5 +4 +4 +1 Pathfinding
6th +6/+1 +5 +5 +2 Favored enemy/terrain, Scout +2
7th +7/+2 +5 +5 +2 Special Ability
8th +8/+3 +6 +6 +2 Special Ability
9th +9/+4 +6 +6 +3 Pathfinding
10th +10/+5 +7 +7 +3 Favored enemy/terrain, Scout +3
11th +11/+6/+1 +7 +7 +3 Special Ability
12th +12/+7/+2 +8 +8 +4 Special Ability
13th +13/+8/+3 +8 +8 +4 Pathfinding
14th +14/+9/+4 +9 +9 +4 Favored enemy/terrain, Scout +4
15th +15/+10/+5 +9 +9 +5 Special Ability
16th +16/+11/+6/+1 +10 +10 +5 Special Ability
17th +17/+12/+7/+2 +10 +10 +5 Pathfinding
18th +18/+13/+8/+3 +11 +11 +6 Favored enemy/terrain, Scout +5
19th +19/+14/+9/+4 +11 +11 +6 Special Ability
20th +20/+15/+10/+5 +12 +12 +6 Special Ability
 

Sado said:
Do you have Complete Warrior? It has non-spellcasting Ranger and Paladin base classes.
If you ask me, the non-caster ranger in CW is terribly underpowered. The +10 movement speed is nice, but then everything else he gets is total garbage. A boost to a physical stat? Regular rangers have animal buffs. Remove disease? Regular rangers can do that with a spell. Freedom of movement? Same deal. Heck, rangers even have longstrider for bonus movement speed. The non-spellcasting ranger is basically "We're going to take away your magic, and then give you a subset of those powers that can't be used as often, and call it even."
 

Sado said:
Do you have Complete Warrior? It has non-spellcasting Ranger and Paladin base classes.

Ranger gets the following in place of spells:

...
No, I don't yet have CW. I agree with rkanodia, though. This variant is almost unbelievably underpowered - when compared with the standard Ranger.


Quickleaf said:
Hoi! this is a reprint of someone else's material; sorry can't find name right now. basically, it's a modified scout/ranger. check it out!

...
Thanks for that, looks quite intriguing. There's some nice stuff there, and it's going to take me a little while to really break it down and see how it stacks up.

Safe Passage looks cool, straight up. I think some version of that might get a place in the New Improved Ranger(tm)'s repertoire, along with some things like Improved Climb and Improved Swim that I've already (probably) tacked on.


Cheiromancer said:
And if the CW's abilities seem too magical, try this:

Fast Movement at 5th level (like a barbarian)

Damage reduction as a barbarian: 1/- at 7th level, increases by +1 every three levels thereafter.

I suggest 5th level instead of 6th so that the Ranger has a "cookie" at each level; at 6th level he already gets a weapon style feat.
It could work - maybe, but I'm hoping to keep the new Ranger and the old Barbarian well and truly separate, so I think I'll personally avoid Damage Reduction as it's such a Barbie-type thing. And with the movement on top of that, well...

I might end up giving them d10's for Hit Dice, if the abilities don't even up the score, which wouldn't really be a problem : I want them to be all outdoorsy and tough-as-nails, so yeh.
 

thenIron Kingdoms PLayer guide has a non-magic using Ranger. The concept is based more along the lines of the character being a scout, rather than being one with nature. May or may not be what your looking for...
 

Or, far more simply, you could go with the variant proposed in the Rokugan setting:

"Each time the ranger would gain a new spell level, he gains a bonus feat."

That means 4 bonus feats, at levels 4th, 8th, 11th and 14th.

I don't remember if he's restricted to fighter bonus feats, has his own bonus feat list or can choose any feat. IMO it's best to have its own list (maybe same as fighter, minus fighter-only feats, plus some more wilderness-oriented feats) but you could just use the fighter list if a more combat-oriented ranger is fine for you.

The variant belonged to 3.0 but since ranger's spellcasting is the same in 3.5 I think it's still valid.
 

Li Shenron said:
Or, far more simply, you could go with the variant proposed in the Rokugan setting:

"Each time the ranger would gain a new spell level, he gains a bonus feat."

That means 4 bonus feats, at levels 4th, 8th, 11th and 14th.

This is pretty similar to the way the Iron Kingdom's ranger is set up. It works well and seems balanced while still maintaining the distinct flavor of the ranger class. They also added favored terrain bonuses which i think were badly needed. The IK ranger can be found in the Iron Kingdoms Campaign Guide by Privateer Press. The class is not posted anywhere on the internet but i suggest looking over the Iron Kingdom Setting on their website as the setting is fantastically done and pretty unique. The only downside to it is that the company is notorious for their gruelingly slow publishing pace.

www.ironkingdoms.com or www.privateerpress.com and click on Iron Kingdoms logo.

- Feydras
 


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