Matt's Bad-ass Ranger


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Pretty well done, here's my review and some ideas for you. I like the way you went with it, and it definately seems to make the Ranger much more unique than defined in the PHB. Overall, good job.

~Ferrix

Creature Lore: At first level and every other level after that, a Ranger must pick a creature group from the following list:

Any time a Ranger comes across tracks made by that creature, or encounters that creature in the wild, he may make a Wilderness Lore check against the listed DC. If successful, the Ranger's player may examine the creature's Monster Manual entry, though he may not share its stats with the other players. He must communicate its qualities 'in character.' For instance, a Bugbear with only a few more HP than Dargon, the party's toughest fighter might be described as "a little tougher than Dargon." A creature with the incorporeal ability might be described as "immune to any of our weapons" or "a creature susceptible to magic weapons only." Furthermore, the ranger instinctively knows if a specimen he encounters is unusual in some way, though he does not know in what manner the creature is unusual. A successful check lasts for the current encounter only, though a GM may rule that a series of encounters, each involving the same type of creature, would not require separate checks.

Well done.

Live Off The Land: The Ranger never wants for food. By spending one hour hunting, he can provide a day's food for a number of people equal to his ranger levels. If he is accompanied by anyone other than another ranger, this ability will not function.

Well done again. Where else have I seen this? Woodsman from WoT? Don't remember.

Studied Hunter: Whereas track allows a ranger to follow a set of tracks, Studied Hunter allows a ranger, after a successful Creature Lore check, to examine an area in which a group or individual he is tracking have passed and know what they did while there. A successful Search check tells the ranger how many creatures passed this way, what type of creatures they were, and what they did. He would recognize that two groups met and talked, met and fought, that one group ambushed the other, or that one group subdued the other without a fight. If there was a battle, the ranger knows what weapons were employed and how the battle progressed, including who was victorious. The search check for this ability is opposed by the hide result and modified by terrain and time as follows. (chart I haven't done yet.)

Creature Lore? Shouldn't it be Wilderness Lore or are you restricting it to only creatures that the ranger knows of? I'd maybe give a list of what you know depending upon how much you beat the DC by, 0-4 what type of creatures, how many, what they did, 5-9 what type weapons were employed (slashing, blunt, piercing) and up to 3rd level magics, 10-14 up to 6th level magics and specifics about the weapons, 15-20 could describe the creatures individually, weight, what they carried, etc. 20+ birthdate, birth marks, untold secrets (j/king).

Wilderness Awareness: The others talk, ride, make jokes, pass the time. But a Ranger is always acutely conscious of his surroundings. He can detect the presence of any predatory creature or fellow humanoid at a maximum range equal to 50' plus 10' for every ranger level. This is automatic. By concentrating for one round, he knows how many there are. By concentrating for two rounds, he knows what size creatures they are. After three rounds of concentration, he may make a Creature Lore check as though he had encountered the creature, and determine exactly what they are. After four rounds of concentration he knows if they're closing in, maintaining their distance, or fleeing and he knows if they are aware of the group's presence or not.

Freaking awesome ability, almost like detect evil but for Rangers! I like.

Free Climber: At 4th level, the ranger gains +10 to any attempt to climb a tree or any natural rock.

Okay.

Studied Combatant: At 6th level, creatures affected by his Creature Lore ability cannot flank a ranger. His weapons are considered keen against these creatures if they are not keen already, and he is not subject to critical hits by these creature types.

I'd kill this one, not subject to critical hits? Scary! No flanking! Ah! Okay, I've an idea for this one.

Study Combatant: At 6th level, the ranger may take a full round action to study a single creature he possesses Creature Lore about, make a check (DC standard for the creature lore). If successful, the ranger receives a +2 competence bonus to hit and damage against that creature for the duration of the encounter. The ranger may study one additional creature per two additional character levels so long as they are all of the same creature type.

Unhindered Movement: At 8th level, the ranger ignores terrain penalties to movement.

Good good.

Camouflage: at 10th level, a ranger moves as though wearing boots of elvenkind and a cloak of elvenkind. This is a supernatural ability.

Don't like it, makes the usefulness of those pieces of equipment null. The name doesn't seem to fit well either. Make it a +5 bonus to hide and move silently at level 10, then increase it to +10 at 15th level. Also, perhaps have it apply only in the wilderness (or add some sort of focus on terrain types).

Master Hunter: At 12th level, the ranger's Hunter ability can be used against those who hide their traces using magical or supernatural means such as pass without trace.

I like it.

Master Combatant: at 14th level, the ranger gains an extra attack per round against any of the creatures affected by his Creature Lore ability.

Yeah, no. This is over powered. I don't know what to replace it with and I don't think it can be fixed as it is.

I would perhaps remove this entirely and add in an ambush ability at level 4. I'd work out the wording of my example better but oh well.

Ambush: When your opponent is flat-footed during a suprise round and during a suprise round only, you receive a +4 bonus to hit and your attacks inflict an additional 1d6 points of damage per four class levels. This additional damage is not multiplied by critical hits but will affect creatures unaffected by critical hits and sneak attacks.

Find The Weakness: at 16th level, a Ranger can, once per day, make a Coup De Grace attack against any creature affected by his Creature Lore ability. The creature need not be stunned or helpless, the attack must be armed, but can be a melee or ranged attack. The Ranger must first succeed at a Search check against the creature's Wilderness Lore DC +5. Finding Weakness on a Dragon, for instance, would require a Search check agianst DC 30.

Definately sick. There is a magical item ability that adds this but it's like an equivalent of a +5 bonus and I think functions once per day. For the name this would be better fitting.

Find the Weakness: The ranger may, once per day, make a Creature Lore check against the creatures standard DC +5. If successful, the ranger may make a touch attack against the creature (ranged touch if using a ranged weapon). If the attack strikes, it ignores damage reduction and automatically inflicts double damage. Must be within 30' if using a ranged weapon.
 

Ferrix said:

Definately sick. There is a magical item ability that adds this but it's like an equivalent of a +5 bonus and I think functions once per day. For the name this would be better fitting.

Find the Weakness: The ranger may, once per day, make a Creature Lore check against the creatures standard DC +5. If successful, the ranger may make a touch attack against the creature (ranged touch if using a ranged weapon). If the attack strikes, it ignores damage reduction and automatically inflicts double damage. Must be within 30' if using a ranged weapon.

It's Psionic, actually, but that doesn't really matter. :)

Perhaps it could be replaced with a Smite ability? Wis bonus to attack roll, Ranger level to damage?
 

Comparison between Matt's ranger and a fighter and barbarian.

Matt's ranger:
Good skill list
Good skill points
Track
Live off the land
10 creature groups
Studied hunter
Wilderness awareness
Free climber
Studied combatant
Unhindered movement
Camoflage
Master hunter
Master combatant
Find the weakness

Fighter:
Heavy armor prof
11 feats (specific list)
Weapon Spec.

Barbarian:
Good skill points
UD (flank, dex, traps)
DR
Rage
Fast movement
d12 hd
.
.
.
Duplicated with magic items:
Live off the land (Sustenence)
Free climber (Climbing)
Camouflage (Elvenkind stuff)


Creature group stuff:
10 creature groups
Studied hunter (enhanced track)
Wilderness awareness (detect favored enemies from OA)
Studied combatant (cannot be flanked, keen, and immune to crits)
Master hunter (supernatural and magical enhanced track)
Master combatant (extra attack)
Find the weakness (Coup de grace, 1/day)

Other
Unhindered movement
.
.
.
Some comments:

*All rangers are going to take these creature groups first: (magical beasts, giants, beasts, dragons, and monstrous humanoids).
*Is there a reason why you deleted some of the MM creature types from this list? Can't rangers also exist on other planes who have learned how to track outsiders or elementals?
*Granted, there isn't a bonus to damage, but an extra attack is too good if it stacks with haste or weapons of speed.
*The coup de grace ability is too good. Those DCs are absurdly easy at 16th level.
*The enhanced tracking abilities make more sense as a "Tracker" PrC abilities.
*Cannot be flanked, keen and immune to crits should be split up and spaced at different levels.
*The class stops getting anything at 16th level. Why?
.
.
.
So here is my gut instinct:

This ranger trades out the PHB favored enemies for a new version of favored enemies, which also serve to pigeon-hole the ranger into a claustrophobic niche. Then it adds a couple of abilities that can be easily duplicated with cheap magic items.

Now I'm not saying that this class is overpowered. (I'd have to go through a detailed analysis with the other classes and weigh the abilities.) I just feel that it has the same problem as the PHB ranger: the class is awesome when fighting FEs, and is horrible when it's not. Although this class is castrated even moreso, because the PHB ranger has spells and TWF/AMB to fall back on.
 

My 37 cents Canadian (two, American)

Live off the Land is a great ability! I love it!

Wilderness Awareness is just too powerful. Automatic detection of all Humanoids and predators within 50+ feet?

Studied Combatant -Cool! Needs to be lowered in power a bit, though. Disallow flanking in either case, and then choose (from round to round) whether to get keen or immunity to criticals. Offensive/defensive versions.

Unhindered Movement - Cool, but too powerful, if you think it through. No slipping and sliding down the ice hill? No tripping when crossing the pile of rubble? Think about it...

Camouflage - Any power that takes away the need for two magic items is too pwerful, IMHO.

Master Hunter - Too powerful.

Master Combatant - I have to disagree with CB, here... Since you took away the Ranger's Ambi/TWF pseudofeats, I think this is fine. Cool ability!

Find the Weakness - No, no, no! Any ability that grants coup de graces on living, moving (even unaware) creatures should be nuked, instantly! Think how you'd feel if a Gnoll Ranger did it to your PC! Ack!, Hate it! Nuke it!

Many very good, interesting ideas, though! Kudus!
 

Re: My 37 cents Canadian (two, American)

Steverooo said:
Find the Weakness - No, no, no! Any ability that grants coup de graces on living, moving (even unaware) creatures should be nuked, instantly! Think how you'd feel if a Gnoll Ranger did it to your PC! Ack!, Hate it! Nuke it!

Humans and other PC races can't be the subject of the Ranger's abilities, since they're all based on Creature Lore, and Creature Lore doesn't work on people.
 

ConcreteBuddha said:
All rangers are going to take these creature groups first: (magical beasts, giants, beasts, dragons, and monstrous humanoids).

Well, certianly not all rangers. But presumably you meant "the vast majority." Ok.


ConcreteBuddha said:
Is there a reason why you deleted some of the MM creature types from this list? Can't rangers also exist on other planes who have learned how to track outsiders or elementals?

If you're playing a ranger on another plane that lacks wildernesses, then your GM can monkey with things to make it fit. It would take about six seconds.

ConcreteBuddha said:
Granted, there isn't a bonus to damage, but an extra attack is too good if it stacks with haste or weapons of speed.

I don't think, once you're at 15th level and above, that a single attack makes that much difference in the grand scheme of things.

ConcreteBuddha said:
The coup de grace ability is too good. Those DCs are absurdly easy at 16th level.

For given values of 'absurdly easy.' 'Too easy' I might agree with.

ConcreteBuddha said:
The enhanced tracking abilities make more sense as a "Tracker" PrC abilities.

I'd be surprised if there was an argument you could make for this that wouldn't be equally applicable to Rangers (and Paladins, and Barbarians) themselves.

ConcreteBuddha said:
Cannot be flanked, keen and immune to crits should be split up and spaced at different levels.

Yes. I could do that. . .if I wanted him to suck more. I don't. I want him to rock.

ConcreteBuddha said:
The class stops getting anything at 16th level. Why?

Because I felt they had gotten enough, and most classes get most of their abilities before they hit 15th level. I originally had Find the Weakness at 20th level.


ConcreteBuddha said:
This ranger trades out the PHB favored enemies for a new version of favored enemies, which also serve to pigeon-hole the ranger into a claustrophobic niche. Then it adds a couple of abilities that can be easily duplicated with cheap magic items.

I'm trying to extract the rhetorical flourishes from your sentances and figure out what you actually mean, but I'm having trouble.

Whether an ability can be duplicated by a magic item is, it seems to me, pretty meanigless. The point is; does it make sense to the paradigm of the character. The PHB Ranger has no paradigm except "Be Like Drizzt." If we assume that, as classes advance, they begin to do magical and supernatural things--as, indeed, D&D does--then it makes sense that a class designed to be masters of the wilderness would eventually be able to move unseen through it. If I *didn't* give the Ranger camouflage then I'd be saying "He's a master of the wildernes. . .except he's not."

I can't comment on your claustrophobia, because I can't figure out what you're actually trying to say.

ConcreteBuddha said:
Now I'm not saying that this class is overpowered. (I'd have to go through a detailed analysis with the other classes and weigh the abilities.) I just feel that it has the same problem as the PHB ranger: the class is awesome when fighting FEs, and is horrible when it's not. Although this class is castrated even moreso, because the PHB ranger has spells and TWF/AMB to fall back on.

Again, your castration issues I can't address. However, my Ranger doesn't have Favored Enemies, he has knowledge about groups of creatures. This is different. Currently, in D&D, there's no way to know things about monsters. No way for a character to study the lore of beasts and learn their abilities and weaknesses apart from fighting them in adventures and keeping track of what they did. Creature Lore isn't Favored Enemy, it's "I know a lot about monsters."
 


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