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<blockquote data-quote="CRGreathouse" data-source="post: 350011" data-attributes="member: 474"><p>Sorry it's ugly, but PDF -> TXT is like that.</p><p></p><p>1</p><p>I was always worried about the ranger. The fact</p><p>that his abilities kick in when the DM wants them</p><p>to (when the adventure contains his favored enemies)</p><p>rather than when the player wants them to,</p><p>like the barbarian, always seemed to me to be a</p><p>drawback. So, I took a second stab at the ranger.</p><p>While I did not change the way favored enemies</p><p>work in this version, I did add more skill</p><p>points, bonus feats, better saves, and a slightly</p><p>more generous spell progression and spell list.</p><p>There are even some new ranger-specific feats and</p><p>spells.</p><p>By this point, I decided I’d gone a little too far.</p><p>To scale him back a bit, he uses d8s for hit dice</p><p>rather than d10s—a bit of a throwback to the old</p><p>ranger of 1st Edition.</p><p>GAME RULE</p><p>INFORMATION</p><p>Rangers have the following game statistics.</p><p>Alignment: Any.</p><p>Hit Die: d8.</p><p>Class Skills</p><p>The ranger’s class skills (and the key ability for each</p><p>skill) are Animal Empathy (Cha, exclusive skill),</p><p>Climb (Str), Concentration (Con), Craft (Int),</p><p>Handle Animal (Cha), Heal (Wis), Hide (Dex),</p><p>Intuit Direction (Wis), Jump (Str), Knowledge</p><p>(nature) (Int), Listen (Wis), Move Silently (Dex),</p><p>Profession (Wis), Ride (Dex), Use Rope (Dex),</p><p>Search (Int), Spot (Wis), Swim (Str), and Wilderness</p><p>Lore (Wis). See Chapter 6 in the Player’s Handbook</p><p>for skill descriptions.</p><p>Skill Points at 1st Level: (6+Int modifier) x 4</p><p>Skill Points at Each Additional Level: 6 + Int</p><p>modifier</p><p>Class Features</p><p>All of the following are class features of the ranger.</p><p>Weapon and Armor Proficiency: A ranger is proficient</p><p>with all simple and martial weapons, light</p><p>armor, medium armor, and shields. Note that wearing</p><p>armor heavier than leather imposes a penalty to the</p><p>ranger skills Climb, Hide, Jump, and Move Silently.</p><p>Swim checks also suffer a –1 penalty for every 5 lbs.</p><p>The Ranger</p><p>Fort. Ref. Will —Spells per Day—</p><p>Level Attack Bonus Save Save Save Special 1 2 3 4</p><p>1 +1 +2 +2 +0 Bonus feat, Track, — — — —</p><p>1st favored enemy</p><p>2 +2 +3 +3 +0 — — — —</p><p>3 +3 +3 +3 +1 — — — —</p><p>4 +4 +4 +4 +1 Bonus Feat 0 — — —</p><p>5 +5 +4 +4 +1 2nd favored enemy 0 — — —</p><p>6 +6/+1 +5 +5 +2 1 — — —</p><p>7 +7/+2 +5 +5 +2 Bonus feat 1 0 — —</p><p>8 +8/+3 +6 +6 +2 1 0 — —</p><p>9 +9/+4 +6 +6 +3 1 1 — —</p><p>10 +10/+5 +7 +7 +3 Bonus feat, 3rd favored enemy 1 1 0 —</p><p>11 +11/+6/+1 +7 +7 +3 2 1 0 —</p><p>12 +12/+7/+2 +8 +8 +4 2 1 1 —</p><p>13 +13/+8/+3 +8 +8 +4 Bonus feat 2 1 1 0</p><p>14 +14/+9/+4 +9 +9 +4 2 2 1 0</p><p>15 +15/+10/+5 +9 +9 +5 4th favored enemy 2 2 1 1</p><p>16 +16/+11/+6/+1 +10 +10 +5 Bonus feat 3 2 2 1</p><p>17 +17/+12/+7/+2 +10 +10 +5 3 3 2 1</p><p>18 +18/+13/+8/+3 +11 +11 +6 3 3 2 2</p><p>19 +19/+14/+9/+4 +11 +11 +6 Bonus feat 3 3 3 2</p><p>20 +20/+15/+10/+5 +12 +12 +6 5th favored enemy 4 3 3 3</p><p></p><p>2</p><p>of armor or equipment carried.</p><p>Spells: Beginning at 4th level, a ranger gains the</p><p>ability to cast a small number of divine, nature or</p><p>wilderness-related spells.To cast a spell, the ranger</p><p>must have a Wisdom score of at least 10 plus the</p><p>spell’s level, so a ranger with a Wisdom of 10 or lower</p><p>cannot cast these spells. Ranger bonus spells are based</p><p>on Wisdom, and saving throws against these spells</p><p>have a DC of 10 plus spell level plus Wisdom modifier</p><p>When the ranger gets zero spells of a given</p><p>level, such as zero 1st-level spells at 4th level, the</p><p>ranger gets only bonus spells. A ranger without a</p><p>bonus spell for that level (see the Player’s Handbook</p><p>Table 2–1: Ability Modifiers and Spells) cannot</p><p>cast a spell of that level yet. The ranger’s spell list</p><p>appears in a list provided below. A ranger has</p><p>access to any spell on the list and can freely choose</p><p>which to prepare. A ranger prepares and casts spells</p><p>just as a cleric does (though the ranger cannot use</p><p>spontaneous casting to lose a spell and cast a cure</p><p>or inflict spell in its place).</p><p>For all spell effects dependent on the caster’s level</p><p>(such how many Hit Dice worth of animals he or she</p><p>can befriend with animal friendship), treat the ranger</p><p>as one-half the character’s actual level, rounded down.</p><p>Track: A ranger gains Track as a bonus feat (see</p><p>the Track feat description).</p><p>Bonus Feats: At 1st level, the ranger gets a bonus</p><p>feat in addition to the feat that any 1st-level character</p><p>gets or the bonus feat granted to humans. The</p><p>ranger gains an additional bonus feat at 4th level and</p><p>every three levels thereafter (7th 10th, 13th, 16th,</p><p>and 19th).</p><p>These bonus feats must be drawn from the following</p><p>list: Ambidexterity, Blind-Fight, Combat</p><p>Reflexes, Dodge (Mobility, Spring Attack), Exotic</p><p>Weapon Proficiency, Expertise (Improved Disarm,</p><p>Improved Trip,Whirlwind Attack), Favored Enemy</p><p>Critical Strike, Favored Enemy Strike,Mounted</p><p>Combat (Mounted Archery, Trample, Ride-By</p><p>Attack, Spirited Charge), Point Blank Shot (Far</p><p>Shot, Precise Shot, Rapid Shot, Shot on the Run),</p><p>Quick Draw, Two-Weapon Fighting (Improved</p><p>Two-Weapon Fighting),Weapon Finesse*, and</p><p>Weapon Focus*.</p><p>Feats dependent on other feats are listed parenthetically</p><p>under the prerequisite feat. A character can</p><p>select feats marked with an asterisk (*) more than</p><p>once, but it must be for a different weapon each</p><p>time. Characters must still meet all prerequisites for a</p><p>feat, including ability score and base attack</p><p>minimums (see Chapter 5 in the Player’s Handbook</p><p>for descriptions of feats and their prerequisites).</p><p>Important: These feats are in addition to the feat</p><p>that a character of any class gets every three levels</p><p>(per Player’s Handbook Table 4–2: Experience and</p><p>Level-Dependent Benefits). The ranger is not limited</p><p>to the list given here when choosing those feats.</p><p>Favored Enemy: At 1st level, a ranger may select a</p><p>type of creature (dragons, giants, goblinoids, undead,</p><p>etc.) as a favored enemy. (Only evil rangers can select</p><p>their own race as a favored enemy.) Due to their</p><p>extensive study of their foes and training in the</p><p>proper techniques for combating them, rangers gain a</p><p>+1 bonus to Bluff, Listen, Sense Motive, Spot, and</p><p>Wilderness checks when using these skills against this</p><p>type of creature.</p><p>Likewise, rangers get the same bonus to weapon</p><p>damage rolls against creatures of this type. A ranger</p><p>also gets this damage bonus with ranged weapons, but</p><p>only against targets within 30 feet (the ranger cannot</p><p>strike with deadly accuracy beyond that range). The</p><p>bonus doesn’t apply to damage against creatures that</p><p>are immune to critical hits.</p><p>Every five levels (at 5th, 10th, 15th, and 20th</p><p>level), the ranger may select a new favored enemy,</p><p>and the bonus associated with every previously</p><p>selected favored enemy goes up by +1. For example, a</p><p>15th-level ranger will have four favored enemies,</p><p>with bonuses of +4, +3, +2, and +1.</p><p>The Ranger Favored Enemies table that follows</p><p>lists possible categories for a ranger’s favored enemy.</p><p>Ranger Favored</p><p>Enemies List</p><p>Type Example</p><p>Aberrations Beholders</p><p>Animals Bears</p><p>Beasts Owlbears</p><p>Constructs Golems</p><p>Dragons Black dragons</p><p>Elementals Xorns</p><p>Fey Dryads</p><p>Giants Ogres</p><p>Humanoid type *</p><p>Magical beasts Displacer beasts</p><p>Oozes Gelatinous cubes</p><p>Outsider type *</p><p>Plants Shambling mounds</p><p>Shapechangers Werewolves</p><p>Undead Zombies</p><p>Vermin Giant spiders</p><p>* Rangers may not select “humanoid” or “outsider” as a</p><p>favored enemy, but they may select a more narrowly</p><p>defined type of humanoid (such as goblinoids,</p><p>humans, or reptilian humanoids) or outsider (such as</p><p>devils, efreet, or slaadi). See the Monster Manual for</p><p>more information on types of creatures. A ranger can</p><p>only select his own race as a favored enemy if the</p><p>character is evil.</p><p></p><p>He has custom spell lists too, but they're just about the same.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 350011, member: 474"] Sorry it's ugly, but PDF -> TXT is like that. 1 I was always worried about the ranger. The fact that his abilities kick in when the DM wants them to (when the adventure contains his favored enemies) rather than when the player wants them to, like the barbarian, always seemed to me to be a drawback. So, I took a second stab at the ranger. While I did not change the way favored enemies work in this version, I did add more skill points, bonus feats, better saves, and a slightly more generous spell progression and spell list. There are even some new ranger-specific feats and spells. By this point, I decided I’d gone a little too far. To scale him back a bit, he uses d8s for hit dice rather than d10s—a bit of a throwback to the old ranger of 1st Edition. GAME RULE INFORMATION Rangers have the following game statistics. Alignment: Any. Hit Die: d8. Class Skills The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Use Rope (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 6 in the Player’s Handbook for skill descriptions. Skill Points at 1st Level: (6+Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier Class Features All of the following are class features of the ranger. Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that wearing armor heavier than leather imposes a penalty to the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. The Ranger Fort. Ref. Will —Spells per Day— Level Attack Bonus Save Save Save Special 1 2 3 4 1 +1 +2 +2 +0 Bonus feat, Track, — — — — 1st favored enemy 2 +2 +3 +3 +0 — — — — 3 +3 +3 +3 +1 — — — — 4 +4 +4 +4 +1 Bonus Feat 0 — — — 5 +5 +4 +4 +1 2nd favored enemy 0 — — — 6 +6/+1 +5 +5 +2 1 — — — 7 +7/+2 +5 +5 +2 Bonus feat 1 0 — — 8 +8/+3 +6 +6 +2 1 0 — — 9 +9/+4 +6 +6 +3 1 1 — — 10 +10/+5 +7 +7 +3 Bonus feat, 3rd favored enemy 1 1 0 — 11 +11/+6/+1 +7 +7 +3 2 1 0 — 12 +12/+7/+2 +8 +8 +4 2 1 1 — 13 +13/+8/+3 +8 +8 +4 Bonus feat 2 1 1 0 14 +14/+9/+4 +9 +9 +4 2 2 1 0 15 +15/+10/+5 +9 +9 +5 4th favored enemy 2 2 1 1 16 +16/+11/+6/+1 +10 +10 +5 Bonus feat 3 2 2 1 17 +17/+12/+7/+2 +10 +10 +5 3 3 2 1 18 +18/+13/+8/+3 +11 +11 +6 3 3 2 2 19 +19/+14/+9/+4 +11 +11 +6 Bonus feat 3 3 3 2 20 +20/+15/+10/+5 +12 +12 +6 5th favored enemy 4 3 3 3 2 of armor or equipment carried. Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine, nature or wilderness-related spells.To cast a spell, the ranger must have a Wisdom score of at least 10 plus the spell’s level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 plus spell level plus Wisdom modifier When the ranger gets zero spells of a given level, such as zero 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level (see the Player’s Handbook Table 2–1: Ability Modifiers and Spells) cannot cast a spell of that level yet. The ranger’s spell list appears in a list provided below. A ranger has access to any spell on the list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). For all spell effects dependent on the caster’s level (such how many Hit Dice worth of animals he or she can befriend with animal friendship), treat the ranger as one-half the character’s actual level, rounded down. Track: A ranger gains Track as a bonus feat (see the Track feat description). Bonus Feats: At 1st level, the ranger gets a bonus feat in addition to the feat that any 1st-level character gets or the bonus feat granted to humans. The ranger gains an additional bonus feat at 4th level and every three levels thereafter (7th 10th, 13th, 16th, and 19th). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip,Whirlwind Attack), Favored Enemy Critical Strike, Favored Enemy Strike,Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting),Weapon Finesse*, and Weapon Focus*. Feats dependent on other feats are listed parenthetically under the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack minimums (see Chapter 5 in the Player’s Handbook for descriptions of feats and their prerequisites). Important: These feats are in addition to the feat that a character of any class gets every three levels (per Player’s Handbook Table 4–2: Experience and Level-Dependent Benefits). The ranger is not limited to the list given here when choosing those feats. Favored Enemy: At 1st level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc.) as a favored enemy. (Only evil rangers can select their own race as a favored enemy.) Due to their extensive study of their foes and training in the proper techniques for combating them, rangers gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness checks when using these skills against this type of creature. Likewise, rangers get the same bonus to weapon damage rolls against creatures of this type. A ranger also gets this 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. Every five levels (at 5th, 10th, 15th, and 20th level), 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. The Ranger Favored Enemies table that follows lists possible categories for a ranger’s favored enemy. Ranger Favored Enemies List Type Example Aberrations Beholders Animals Bears Beasts Owlbears Constructs Golems Dragons Black dragons Elementals Xorns Fey Dryads Giants Ogres Humanoid type * Magical beasts Displacer beasts Oozes Gelatinous cubes Outsider type * Plants Shambling mounds Shapechangers Werewolves Undead Zombies Vermin Giant spiders * Rangers may not select “humanoid” or “outsider” as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as devils, efreet, or slaadi). See the Monster Manual for more information on types of creatures. A ranger can only select his own race as a favored enemy if the character is evil. He has custom spell lists too, but they're just about the same. [/QUOTE]
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