Ranger & Barbarian improvement


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One of the things I thought of, which kinda makes the Barbarian stronger, is to replace the DR X/- with Hardness.

That is, if it gives DR 1/- (i.e., reduce any weapon attack by 1 point) make it Hardness 1 (same, but also works on elemental damage, spells, etc.). This'd also help stacking with Stoneskin/Inertial Barrier.

If you REALLY wanted to make them stronger, instead of starting the DR at 10th level, make it 4th. That is, at 4th they get Hardness 1, +1 for every 3 levels (so 6 at 19th). It'd really help keep them interesting; as is, once you get past the first few levels there just isn't much to them.
Well, they get Uncanny Dodge, so maybe start the Hardness at 7th level (+5 by 19th).

After all, the Dwarven Defender gets DR 6/- or something, it's not like it'd be horribly unbalanced this way.
 

Ranger Spell List

I just tossed this together from the druid spell list. This is where I would head for the idea of higher level spells for a ranger.

The reason I would expand the list is because at is is written in the PHB, it is far too weak. For example Summon Natures Ally I. The ranger doesn't get this until 4th level (and only if he has a high wisdom). At 4th-6th level this spell is nearly useless. The creatures summond are too weak to really help the ranger in combat.

Anyway, here is the spell list.

5th-LEVEL RANGER SPELLS
Animal Growth One animal/two levels doubles in size, HD.
Awaken Animal or tree gains human intellect.
Commune with Nature Learn about terrain for one mile/level.
Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
Insect Plague Insect horde limits vision, inflicts damage, and weak creatures flee.
Summon Nature's Ally V Calls creature to fight.
Tree Stride Step from one tree to another far away.
Wall of Thorns Thorns damage anyone who tries to pass.

6th-LEVEL RANGER SPELLS
Find the Path Shows most direct way to a location.
Greater Dispelling As dispel magic, but +20 on check.
Healing Circle Cures 1d8 +1/level damage in all directions.
Ironwood Magical wood is strong as steel.
Liveoak Oak becomes treant guardian.
Repel Wood Pushes away wooden objects.
Summon Nature's Ally VI Calls creature to fight.
Transport via Plants Move instantly from one plant to another of the same species
 

Ferox4 said:


Perhaps they could have access to a domain.

?

Adding a domain is not a bad idea. I hadn't thought of it.

There are two I can think of that would be good; Animal and Earth. I suppose Travel might be an option too.


Regards,
Airwolf
 


Re: Ranger Spell List

Airwolf said:
I just tossed this together from the druid spell list. This is where I would head for the idea of higher level spells for a ranger.

What spells per day chart would you use? Something like the Bards since this goes to 6th like theirs?

I think if you do that, you'll want the spellcaster level to be greater then half their level, but doing all this will imbalance the class. Sure, some of the Rangers spells are weak, but most are utiility spells.
 


My version of the ranger features abilities that are his own; they are not borrowed from other classes. He excels in his favored terrain and when combating his favored enemy.

Alignment, Hit Die, Class Skills, Skill Points, BAB, Track, Favored Enemy, Saving Throws, Weapon and Armor Proficiency and Spells are all as the PHB.

Two-Weapon Fighting, Ambidexterity, and the ability to select Improved Two-Weapon Fighting without meeting the prerequisites are lost.

Favored Terrain: At 2nd level a ranger can select a favored terrain. While in this terrain, he gets a +1 bonus to craft (trap making), hide, move silently, search, and wilderness lore. At 7th level and at every five levels thereafter (12th, 17th), the ranger may select a new favored terrain. The bonus associated with every previous favored terrain goes up by +1. Terrains can selected from the following list: Barren/Badlands, Cleared/Mix, Forest, Glacier, Grasslands, High Mountains, Hills, Jungle, Lake, Low Mountains, Marsh, Moor, Ocean, Rocky Desert, Sandy Desert and Swamp.

On One’s Toes: At 3rd level the ranger gains the alertness feat.

Hardiness: At 4th level the ranger is less affected by heat and cold. He gains damage resistance of 1 against non-magical heat and cold. At 8th, 12th, 16th and 20th level the damage resistance improves by 1.

Additions to Class Spell List:
2nd Level – Barkskin, Blight Enemies, Briar Web*,
3rd Level – Wild Stealth
4th Level –Commune With Nature, Wall of Thorns, Unite Allies

Favored Enemy Strike [General]
You can inflict greater damage against your favored enemies.
Prerequisite: Favored enemy
Benefit: When striking a foe designated as your favored enemy, you inflict an additional 1d6 points of damage every time you hit. This damage is not multiplied if a critical hit is scored against the enemy.

Favored Enemy Critical Strike [General]
You can inflict telling blows with even greater accuracy upon your favored enemies.
Prerequisite: Favored enemy
Benefit: When inflicting a critical hit upon a foe designated as your favored enemy, you inflict an additional 1d10 points of damage, in addition to the damage you would normally inflict. Note: This feat does not allow you to make critical hits on creatures that are immune to critical hits.

Blight Enemy
Evocation
Level: Rgr2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One favored enemy
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw upon the raw power of nature to create a discordant surge within any one creature of a type that you have designated a favored enemy. The spell inflicts 1d6 points of damage per caster level, to a maximum of 5d6.

Unite Allies
Enchantment (Compulsion)
[Mind-Affecting]
Level: Rgr4
Components: V, S
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Your allies have a +1 favored enemy bonus (as the 1st-level ranger ability) against a favored enemy you choose. This doesn’t stack with existing favored enemy bonuses.

Wild Stealth
Transmutation
Level: Rgr3
Components: S
Casting Time: 1 action
Range: Personal
Area: You
Duration: 10 minutes/level
Saving Throw: None
You gain a +10 enhancement bonus to Move Silently and Hide checks when out of doors, above ground, in a non-urban environment.

* See Defenders of the Faith

Feats and Spells made by Monte Cook
 

Re: Re: Ranger Spell List

Crothian said:


What spells per day chart would you use? Something like the Bards since this goes to 6th like theirs?


Yep, that's exactly what I used.
In my mind I think of Bards and Rangers as being very similar. I know people have talked about an urban ranger; I just think that would be a bard. I thought the bard, in a city, is more 'powerful' than a ranger in the forest. That's how I came up with the idea to increase the ranger spell list. I also mentioned a 'ranger knowledge' skill. I have not developed this but it would parallel the bardic knowledge idea, but it would apply to nature kinds of things.



Crothian said:


I think if you do that, you'll want the spell caster level to be greater then half their level, but doing all this will imbalance the class. Sure, some of the Rangers spells are weak, but most are utility spells.

I don't want the caster level of a ranger to be half. I took this part of the description out of the ranger when I posted my alt.ranger idea above. I think their caster level should equal their ranger level.

I don't understand why the ranger and the bard are so different; they seem so similar to me. Each is an expert in his/her own setting rangers in the wild and bards in the cities.

Well, that's my take on the whole ranger got the shaft thing. I hope the explanation helps.


Regards,
Airwolf
 
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