Hi guys, I posted an alt. ranger a couple of weeks ago, got some feedback, now I've rehashed it a bit, and I'm posting it again to see what everyone thinks. If I got even pos. feedback, I'm going to allow it to my players.
Here we go.
Skills: 4 + int
Spells: None. Note: By taking out spells, wisdom is now longer one of the prime abilities of the ranger, although it still helps his perception and will saves.
Hit Dice: d8
BAB: +1 per level
Saves: As before
Favored Terrain: At 1st level, the ranger attunes himself to a specific terrain. He studies this terrain so much that he gains special bonuses while on it. Choose a terrain from the following: Forest, Plains, Desert, Mountains, Jungle, Swamp, Tundra. The ranger gains a +1 bonus to spot, search, listen, and wilderness lore when on this terrain. He also gains the woodland stride ability when travnsversing it.
Favored Enemies: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. Against this type of enemy, the ranger recieves a +2 bonus to spot, listen, sense motive, wilderness lore, attack and damage rolls. At 5th level, and every 5 levels after, the ranger can choose an additional favored enemy, and all previous favored enemies bonuses increase by 1.
Track: Rangers get track as a bonus feat at 2nd level.
Special Technique: At 2nd level the ranger can learn one special technique.. The possible ones are as follows.
Blade Adept: The ranger has spent great time studying the sword and how to use a pair of them with great accuracy and power. You gain two-weapon fighting and ambidexterity as bonus feats.
Melee Bow Adept: You have learned how to fire a bow effectively at foes admist the chaos of combat. You gain point blank shot and precise shot as bonus feats.
Long Bow Adept: You have trained yourself to fire the maximum distances your bow will allow as well as the eyes to see such distances. You gain a +2 bonus to spot as well as far shot as a bonus feat.
Mounted Adept: You have created a bond between you and the horse that few can match. You get mounted combat and either ride-by attack, mounted archery, or trample as bonus feats.
Exotic Adept: You have spent your time learning the mysteries of the uncommon weapon. You gain exotic weapon proficiency with 3 weapons as bonus feats.
Perception:
Your time spent in the wilderness has made your senses sharp. At 3rd level, and every 3 levels after, you get a bonus to spot and listen as listed below.
Stealth: You have learned to move through the wilderness in silence. At 4th level and every 3 levels afterward, you gain a bonus to hide and move silently as shown below whenever in your favored terrain.
Sentinel: The ranger is constantly aware of what goes on in his home environment. Whenever in his favored terrain, the ranger is under the effects of an alarm spell cast by a level 1 sorcerer. The ability also works during sleep.
Special Ability: At 11th, 14th, 17th, and 20th levels, the ranger may choose a special ability from the list below.
Strider: The ranger is under a permanent freedom of movement spell.
Immunity: The rangers time in the wild has hardened his immune system. The ranger can become immune to all organic poisons or natural diseases. This ability can be taken multiple times.
Enemy Mastery: The ranger has studied his enemies to the point where he can predict their movements. Against attacks from his favored enemies, the ranger has a 10% miss chance which stacks with other miss chances.
Enemy Vulnerability: The ranger has learned to make critcal blows fatal. Whenever making a critical hit on a favored enemy, the ranger’s crit mod increases by 1.
Terrain Mastery: The ranger has learned to make expert use of his surroundings in combat. Whenever the ranger is in his favored terrain and has surroundings that would allow for a hide check, the ranger has one-quarter concealment.
Awareness: The ranger is now always completely aware of his surroundings. The ranger is considered to always be taking 10 on spot and listen checks unless taking actions that require concentration.
Extra Terrain: The ranger may gain mastery in a new terrain, gaining all the appropriate bonuses.
Special Technique: You can choose a special technique in place of an ability.
1st Favored Terrain, Favored Enemy
2nd Special Technique, Track
3rd Perception +2
4th Stealth +2
5th 2nd Favored Enemy, Sentinel
6th Perception +3
7th Stealth +3
8th
9th Perception +5
10th Stealth +5, 3rd Favored Enemy
11th Special Ability
12th Perception +6
13th Stealth +6
14th Special Ability
15th 4th Favored Enemy, Perception +8
16th Stealth +8
17th Special Ability
18th Perception +9
19th Stealth +9
20th 5th Favored Enemy, Special Ability
My main goals: To make the ranger able to shine in three specific areas: 1) Against favored enemies. 2) In certain wilderness areas. 3) For perception skills. At the same time his spells are taken out so his versatility goes down somewhat. Finally, the ranger now gets something preety much every level, and gets some nice things every 3 or so levels, which is similar to the progression most of the other classes have.
Here we go.
Skills: 4 + int
Spells: None. Note: By taking out spells, wisdom is now longer one of the prime abilities of the ranger, although it still helps his perception and will saves.
Hit Dice: d8
BAB: +1 per level
Saves: As before
Favored Terrain: At 1st level, the ranger attunes himself to a specific terrain. He studies this terrain so much that he gains special bonuses while on it. Choose a terrain from the following: Forest, Plains, Desert, Mountains, Jungle, Swamp, Tundra. The ranger gains a +1 bonus to spot, search, listen, and wilderness lore when on this terrain. He also gains the woodland stride ability when travnsversing it.
Favored Enemies: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. Against this type of enemy, the ranger recieves a +2 bonus to spot, listen, sense motive, wilderness lore, attack and damage rolls. At 5th level, and every 5 levels after, the ranger can choose an additional favored enemy, and all previous favored enemies bonuses increase by 1.
Track: Rangers get track as a bonus feat at 2nd level.
Special Technique: At 2nd level the ranger can learn one special technique.. The possible ones are as follows.
Blade Adept: The ranger has spent great time studying the sword and how to use a pair of them with great accuracy and power. You gain two-weapon fighting and ambidexterity as bonus feats.
Melee Bow Adept: You have learned how to fire a bow effectively at foes admist the chaos of combat. You gain point blank shot and precise shot as bonus feats.
Long Bow Adept: You have trained yourself to fire the maximum distances your bow will allow as well as the eyes to see such distances. You gain a +2 bonus to spot as well as far shot as a bonus feat.
Mounted Adept: You have created a bond between you and the horse that few can match. You get mounted combat and either ride-by attack, mounted archery, or trample as bonus feats.
Exotic Adept: You have spent your time learning the mysteries of the uncommon weapon. You gain exotic weapon proficiency with 3 weapons as bonus feats.
Perception:
Your time spent in the wilderness has made your senses sharp. At 3rd level, and every 3 levels after, you get a bonus to spot and listen as listed below.
Stealth: You have learned to move through the wilderness in silence. At 4th level and every 3 levels afterward, you gain a bonus to hide and move silently as shown below whenever in your favored terrain.
Sentinel: The ranger is constantly aware of what goes on in his home environment. Whenever in his favored terrain, the ranger is under the effects of an alarm spell cast by a level 1 sorcerer. The ability also works during sleep.
Special Ability: At 11th, 14th, 17th, and 20th levels, the ranger may choose a special ability from the list below.
Strider: The ranger is under a permanent freedom of movement spell.
Immunity: The rangers time in the wild has hardened his immune system. The ranger can become immune to all organic poisons or natural diseases. This ability can be taken multiple times.
Enemy Mastery: The ranger has studied his enemies to the point where he can predict their movements. Against attacks from his favored enemies, the ranger has a 10% miss chance which stacks with other miss chances.
Enemy Vulnerability: The ranger has learned to make critcal blows fatal. Whenever making a critical hit on a favored enemy, the ranger’s crit mod increases by 1.
Terrain Mastery: The ranger has learned to make expert use of his surroundings in combat. Whenever the ranger is in his favored terrain and has surroundings that would allow for a hide check, the ranger has one-quarter concealment.
Awareness: The ranger is now always completely aware of his surroundings. The ranger is considered to always be taking 10 on spot and listen checks unless taking actions that require concentration.
Extra Terrain: The ranger may gain mastery in a new terrain, gaining all the appropriate bonuses.
Special Technique: You can choose a special technique in place of an ability.
1st Favored Terrain, Favored Enemy
2nd Special Technique, Track
3rd Perception +2
4th Stealth +2
5th 2nd Favored Enemy, Sentinel
6th Perception +3
7th Stealth +3
8th
9th Perception +5
10th Stealth +5, 3rd Favored Enemy
11th Special Ability
12th Perception +6
13th Stealth +6
14th Special Ability
15th 4th Favored Enemy, Perception +8
16th Stealth +8
17th Special Ability
18th Perception +9
19th Stealth +9
20th 5th Favored Enemy, Special Ability
My main goals: To make the ranger able to shine in three specific areas: 1) Against favored enemies. 2) In certain wilderness areas. 3) For perception skills. At the same time his spells are taken out so his versatility goes down somewhat. Finally, the ranger now gets something preety much every level, and gets some nice things every 3 or so levels, which is similar to the progression most of the other classes have.