JRRNeiklot
First Post
I ran this through shortly before the change to the new boards. As I'm still looking for feedback, I thought I'd post it here.
I will probably drop haste and true strike from the spell lists, as I believe (and others have said) that it makes him a bit too powerful. Also, I'm not sure if I've got the spells per day and spells known tables right. Since a ranger is the consumate boy scout, he doesn't prepare spells because he is ALWAYS PREPARED. He casts spontaneously, so I gave him more spells per day and less spells known as per the sorceror, but I'm not sure if I over/under did the correct amount for each.
Thoughts?
Ranger
Alignment: Any good.
Hit Die: d10.
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 + local+geography+geology) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive(Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st. level: (4 + Int. modifier)x4
Skill Points at Each Additional Level: 4 + Int. modifier.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and light armor.
TABLE: The Ranger
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Track, favored enemy +1/+1d6
Skill Focus (Wilderness lore)
2 +2 +3 +0 +0 Endurance
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1 favored enemy +2/+2d6
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Greater skill focus
favored enemy +3/+3d6
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 favored enemy +4/+4d6
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 favored enemy +5/+5d6
The the ranger benefits from an increased base speed of +10 ft. while wearing light or no armor (this bonus stacks with other speed bonuses, such as those gained from the barbarian or monk classes). This bonus only applies when in natural settings (forests, mountains, etc.)
Track: A ranger gains Track as a bonus feat.
Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the favored enemy bonus applies to ALL relevent checks against the chosen creature type.
The bonus also applies to attack rolls versus the favored enemy. The bonus to damage is handled differently however. The first favored enemy bonus looks like this¡K +1/+1d6, at 5th level this bonus becomes +2/+2d6. A ranger also gets the attack and 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.
Table: Ranger Favored Enemies :
Aberrations
Animals
Beasts
Constructs
Dragons
Elementals
Fey
Giants
Humanoid type
Magical beasts
Oozes
Organization (example: The Cult of the Dragon)
Outsider type
Plants
Shapechangers
Undead
Vermin
Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. A ranger chooses and casts spells just as a sorceror does. Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
TABLE: Ranger Spells Known
---Spells known--
Level 1 2 3 4
----- - - - -
1 ¡X ¡X ¡X ¡X
2 ¡X ¡X ¡X ¡X
3 ¡X ¡X ¡X ¡X
4 2 ¡X ¡X ¡X
5 2 ¡X ¡X ¡X
6 2 ¡X ¡X ¡X
7 2 ¡X ¡X ¡X
8 3 1 ¡X ¡X
9 3 2 ¡X ¡X
10 3 3 ¡X ¡X
11 3 3 1 ¡X
12 3 3 2 ¡X
13 4 3 3 ¡X
14 4 3 3 1
15 4 3 3 2
16 4 4 3 2
17 4 4 4 3
18 5 4 4 3
19 5 4 4 4
20 5 5 4 4
TABLE: Ranger Spells Per Day
---Spells per Day--
Level 1 2 3 4
----- - - - -
1 ¡X ¡X ¡X ¡X
2 ¡X ¡X ¡X ¡X
3 ¡X ¡X ¡X ¡X
4 2 ¡X ¡X ¡X
5 2 ¡X ¡X ¡X
6 3 ¡X ¡X ¡X
7 3 ¡X ¡X ¡X
8 3 2 ¡X ¡X
9 3 2 ¡X ¡X
10 3 3 ¡X ¡X
11 3 3 2 ¡X
12 3 3 3 ¡X
13 3 3 3 ¡X
14 4 3 3 2
15 4 3 3 3
16 4 4 3 3
17 4 4 4 3
18 5 4 4 3
19 5 5 5 4
20 5 5 5 5
Ranger Spell List:
As Player's Handbook and Relics and Rituals with the following additions:
1st Animate Rope, Endure Elements, Expeditious Retreat, Obscuring Mist
Sleep, True Strike
2nd Barkskin, Endurance, Fog Cloud
3rd Haste, Keen Edge, Water Breathing
4th Locate Creature
I will probably drop haste and true strike from the spell lists, as I believe (and others have said) that it makes him a bit too powerful. Also, I'm not sure if I've got the spells per day and spells known tables right. Since a ranger is the consumate boy scout, he doesn't prepare spells because he is ALWAYS PREPARED. He casts spontaneously, so I gave him more spells per day and less spells known as per the sorceror, but I'm not sure if I over/under did the correct amount for each.
Thoughts?
Ranger
Alignment: Any good.
Hit Die: d10.
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 + local+geography+geology) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive(Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st. level: (4 + Int. modifier)x4
Skill Points at Each Additional Level: 4 + Int. modifier.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and light armor.
TABLE: The Ranger
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Track, favored enemy +1/+1d6
Skill Focus (Wilderness lore)
2 +2 +3 +0 +0 Endurance
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1 favored enemy +2/+2d6
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Greater skill focus
favored enemy +3/+3d6
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 favored enemy +4/+4d6
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 favored enemy +5/+5d6
The the ranger benefits from an increased base speed of +10 ft. while wearing light or no armor (this bonus stacks with other speed bonuses, such as those gained from the barbarian or monk classes). This bonus only applies when in natural settings (forests, mountains, etc.)
Track: A ranger gains Track as a bonus feat.
Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the favored enemy bonus applies to ALL relevent checks against the chosen creature type.
The bonus also applies to attack rolls versus the favored enemy. The bonus to damage is handled differently however. The first favored enemy bonus looks like this¡K +1/+1d6, at 5th level this bonus becomes +2/+2d6. A ranger also gets the attack and 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.
Table: Ranger Favored Enemies :
Aberrations
Animals
Beasts
Constructs
Dragons
Elementals
Fey
Giants
Humanoid type
Magical beasts
Oozes
Organization (example: The Cult of the Dragon)
Outsider type
Plants
Shapechangers
Undead
Vermin
Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. A ranger chooses and casts spells just as a sorceror does. Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
TABLE: Ranger Spells Known
---Spells known--
Level 1 2 3 4
----- - - - -
1 ¡X ¡X ¡X ¡X
2 ¡X ¡X ¡X ¡X
3 ¡X ¡X ¡X ¡X
4 2 ¡X ¡X ¡X
5 2 ¡X ¡X ¡X
6 2 ¡X ¡X ¡X
7 2 ¡X ¡X ¡X
8 3 1 ¡X ¡X
9 3 2 ¡X ¡X
10 3 3 ¡X ¡X
11 3 3 1 ¡X
12 3 3 2 ¡X
13 4 3 3 ¡X
14 4 3 3 1
15 4 3 3 2
16 4 4 3 2
17 4 4 4 3
18 5 4 4 3
19 5 4 4 4
20 5 5 4 4
TABLE: Ranger Spells Per Day
---Spells per Day--
Level 1 2 3 4
----- - - - -
1 ¡X ¡X ¡X ¡X
2 ¡X ¡X ¡X ¡X
3 ¡X ¡X ¡X ¡X
4 2 ¡X ¡X ¡X
5 2 ¡X ¡X ¡X
6 3 ¡X ¡X ¡X
7 3 ¡X ¡X ¡X
8 3 2 ¡X ¡X
9 3 2 ¡X ¡X
10 3 3 ¡X ¡X
11 3 3 2 ¡X
12 3 3 3 ¡X
13 3 3 3 ¡X
14 4 3 3 2
15 4 3 3 3
16 4 4 3 3
17 4 4 4 3
18 5 4 4 3
19 5 5 5 4
20 5 5 5 5
Ranger Spell List:
As Player's Handbook and Relics and Rituals with the following additions:
1st Animate Rope, Endure Elements, Expeditious Retreat, Obscuring Mist
Sleep, True Strike
2nd Barkskin, Endurance, Fog Cloud
3rd Haste, Keen Edge, Water Breathing
4th Locate Creature
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