Strider The Ranger
First Post
My bit on the ranger
I too thought the Ranger was a bit weak and too much relied on a change you will come across a favored enemy. So here's what I did. It's similar to yours, perhaps you will like this one better, I don't know. But, as always, it's open to criticism.
The “Classic” Ranger
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Path of the Ranger, Track, Hunter’s Knowledge
2 +2 +3 +3 +0 Nature Sense, Resist Nature’s Lure
3 +3 +3 +3 +1 +1 Hunted Foe, Detect Hunted Foe
4 +4 +4 +4 +1 Detect Plants and Animals
5 +5 +4 +4 +1
6 +6/+1 +5 +5 +2 Woodland Stride, Trackless Step
7 +7+2 +5 +5 +2 +2 Hunted Foe
8 +8/+3 +6 +6 +2 Improved Critical vs. Hunted Foe
9 +9/+4 +6 +6 +3
10 +10/+5 +7 +7 +3 Run, Endurance
11 +11/+6/+1 +7 +7 +3 +3 Hunted Foe
12 +12/+7/+2 +8 +8 +4
13 +13/+8/+3 +8 +8 +4 Felling Blow
14 +14/+9/+4 +9 +9 +4
15 +15/+10/+5 +9 +9 +5 +4 Hunted Foe
16 +16/+11/+6/+1 +10 +10 +5
17 +17/+12/+7/+2 +10 +10 +5 Improved Felling Blow
18 +18/+13/+8/+3 +11 +11 +6 +5 Hunted Foe
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 +6 Hunted Foe
HD= d8
Has access to simple and martial weapons and light and medium armor. He is restricted from heavy armor and must purchase it via the feat if he wishes to wear it. The ranger gains 4+ Int modifier skill points per level. He has access to the same skill list presented in the PHB.
Special Abilities:
Path of the Ranger- The Ranger receives a +4 competence bonus to Wilderness Lore, Intuit Direction, Knowledge: Nature, Hide, and Move Silently. These increases reflect the Ranger’s aptitude for surviving in the wild.
Track- The Ranger can follow the trails of creatures and characters across most types of terrain (as the feat).
Hunter’s Knowledge- The Ranger knows a considerable amount regarding his hunted foe both as a whole and individually. This operates similarly to Bardic Knowledge but only applies to his hunted foe. Examples of viable questions include, but are not limited to, the following: What environment do they live in? What do they eat? Nocturnal or not? Carnivore, omnivore, or herbivore? Etc.
Nature Sense- (as per Druid ability). The Ranger can identify plants and animals with perfect accuracy. The Ranger can also determine whether or not water is safe to drink.
Resist Nature’s Lure- (as per Druid ability). The Ranger is not easily influenced by the fey and gains a +4 on saving throws against spells, and spell-like abilities of creatures of the fey type.
Hunted Foe- The Ranger gains a + X bonus to all rolls relating to his hunted foe. Examples include: attack rolls, damage rolls, tracking rolls, skill checks, etc. This bonus, + X, increases in level. See the stat bar above for the specific bonus. In addition, this Hunted Foe must be taken from the Favored Enemy list (PHB pg 45) per day. For example, Voless the Ranger decides to have his Hunted Foe be Giants for this day. Then, after fighting a horde of zombies, he decides to make his Hunted Foe be Undead for the next day.
Detect Hunted Foe- The Ranger gains the ability to detect his Hunted Foe as a spell-like ability once per ranger level per day. Thus a 5th level Ranger would be able to do this 5 times per day. This ability operates identically to the spell Detect Undead except that it detects his Hunted Foe.
Detect Plants and Animals- The Ranger can use the Detect Plants and Animals spell as a spell-like ability at will.
Woodland Stride, Trackless Step- (as per Druid ability). The ranger can make his way quickly through almost any terrain and is not easily tracked himself.
Improved Critical vs. Hunted Foe- This ability functions similar to the feat, Improved Critical but it applies to all weapons used vs. the Ranger’s Hunted Foe for the day. This ability does not grant the feat Improved Critical in a way that could be used for prestige classes etc. If the Ranger does not meet the prerequisites for this feat, treat the Ranger as though he meets the minimum requirements.
Run, Endurance- (as the feat). The Ranger is used to running far and wide, hunting his quarry across the land. These feats reflect the Ranger’s ability to do so without tiring as early as a common man.
Felling Blow- The Ranger knows where to strike to cripple his Hunted Foe. This ability functions similar to a coup-de-grace attack but instead of killing the target, the creature must succeed a saving throw (Fort DC 10 + damage dealt) or fall helpless to the ground. Should the creature be flying when the Felling Blow occurs, the creature incurs all normal damage from falling This attack does not automatically hit as does the coup-de-grace nor does the Ranger need to be adjacent to the target. In addition, creatures that are immune to critical hits to not suffer critical hit damage (instead they take normal damage). Note that the target of this ability need not be helpless as it does for a Coup-de-Grace and also that this does not provoke an AoO in itself. This ability functions as a full-round action.
Improved Felling Blow- This functions exactly as Felling Blow but now it does deal critical hit damage to creatures normally immune to critical hits.
PS- this is posted from my word file, so forgive the sloppiness in the conversion.
I too thought the Ranger was a bit weak and too much relied on a change you will come across a favored enemy. So here's what I did. It's similar to yours, perhaps you will like this one better, I don't know. But, as always, it's open to criticism.
The “Classic” Ranger
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Path of the Ranger, Track, Hunter’s Knowledge
2 +2 +3 +3 +0 Nature Sense, Resist Nature’s Lure
3 +3 +3 +3 +1 +1 Hunted Foe, Detect Hunted Foe
4 +4 +4 +4 +1 Detect Plants and Animals
5 +5 +4 +4 +1
6 +6/+1 +5 +5 +2 Woodland Stride, Trackless Step
7 +7+2 +5 +5 +2 +2 Hunted Foe
8 +8/+3 +6 +6 +2 Improved Critical vs. Hunted Foe
9 +9/+4 +6 +6 +3
10 +10/+5 +7 +7 +3 Run, Endurance
11 +11/+6/+1 +7 +7 +3 +3 Hunted Foe
12 +12/+7/+2 +8 +8 +4
13 +13/+8/+3 +8 +8 +4 Felling Blow
14 +14/+9/+4 +9 +9 +4
15 +15/+10/+5 +9 +9 +5 +4 Hunted Foe
16 +16/+11/+6/+1 +10 +10 +5
17 +17/+12/+7/+2 +10 +10 +5 Improved Felling Blow
18 +18/+13/+8/+3 +11 +11 +6 +5 Hunted Foe
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 +6 Hunted Foe
HD= d8
Has access to simple and martial weapons and light and medium armor. He is restricted from heavy armor and must purchase it via the feat if he wishes to wear it. The ranger gains 4+ Int modifier skill points per level. He has access to the same skill list presented in the PHB.
Special Abilities:
Path of the Ranger- The Ranger receives a +4 competence bonus to Wilderness Lore, Intuit Direction, Knowledge: Nature, Hide, and Move Silently. These increases reflect the Ranger’s aptitude for surviving in the wild.
Track- The Ranger can follow the trails of creatures and characters across most types of terrain (as the feat).
Hunter’s Knowledge- The Ranger knows a considerable amount regarding his hunted foe both as a whole and individually. This operates similarly to Bardic Knowledge but only applies to his hunted foe. Examples of viable questions include, but are not limited to, the following: What environment do they live in? What do they eat? Nocturnal or not? Carnivore, omnivore, or herbivore? Etc.
Nature Sense- (as per Druid ability). The Ranger can identify plants and animals with perfect accuracy. The Ranger can also determine whether or not water is safe to drink.
Resist Nature’s Lure- (as per Druid ability). The Ranger is not easily influenced by the fey and gains a +4 on saving throws against spells, and spell-like abilities of creatures of the fey type.
Hunted Foe- The Ranger gains a + X bonus to all rolls relating to his hunted foe. Examples include: attack rolls, damage rolls, tracking rolls, skill checks, etc. This bonus, + X, increases in level. See the stat bar above for the specific bonus. In addition, this Hunted Foe must be taken from the Favored Enemy list (PHB pg 45) per day. For example, Voless the Ranger decides to have his Hunted Foe be Giants for this day. Then, after fighting a horde of zombies, he decides to make his Hunted Foe be Undead for the next day.
Detect Hunted Foe- The Ranger gains the ability to detect his Hunted Foe as a spell-like ability once per ranger level per day. Thus a 5th level Ranger would be able to do this 5 times per day. This ability operates identically to the spell Detect Undead except that it detects his Hunted Foe.
Detect Plants and Animals- The Ranger can use the Detect Plants and Animals spell as a spell-like ability at will.
Woodland Stride, Trackless Step- (as per Druid ability). The ranger can make his way quickly through almost any terrain and is not easily tracked himself.
Improved Critical vs. Hunted Foe- This ability functions similar to the feat, Improved Critical but it applies to all weapons used vs. the Ranger’s Hunted Foe for the day. This ability does not grant the feat Improved Critical in a way that could be used for prestige classes etc. If the Ranger does not meet the prerequisites for this feat, treat the Ranger as though he meets the minimum requirements.
Run, Endurance- (as the feat). The Ranger is used to running far and wide, hunting his quarry across the land. These feats reflect the Ranger’s ability to do so without tiring as early as a common man.
Felling Blow- The Ranger knows where to strike to cripple his Hunted Foe. This ability functions similar to a coup-de-grace attack but instead of killing the target, the creature must succeed a saving throw (Fort DC 10 + damage dealt) or fall helpless to the ground. Should the creature be flying when the Felling Blow occurs, the creature incurs all normal damage from falling This attack does not automatically hit as does the coup-de-grace nor does the Ranger need to be adjacent to the target. In addition, creatures that are immune to critical hits to not suffer critical hit damage (instead they take normal damage). Note that the target of this ability need not be helpless as it does for a Coup-de-Grace and also that this does not provoke an AoO in itself. This ability functions as a full-round action.
Improved Felling Blow- This functions exactly as Felling Blow but now it does deal critical hit damage to creatures normally immune to critical hits.
PS- this is posted from my word file, so forgive the sloppiness in the conversion.