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Ranger & Barbarian improvement
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<blockquote data-quote="njrpg" data-source="post: 395806" data-attributes="member: 3678"><p>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.</p><p></p><p>Alignment, Hit Die, Class Skills, Skill Points, BAB, Track, Favored Enemy, Saving Throws, Weapon and Armor Proficiency and Spells are all as the PHB.</p><p></p><p>Two-Weapon Fighting, Ambidexterity, and the ability to select Improved Two-Weapon Fighting without meeting the prerequisites are lost.</p><p></p><p>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.</p><p></p><p>On One’s Toes: At 3rd level the ranger gains the alertness feat.</p><p></p><p>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.</p><p></p><p>Additions to Class Spell List:</p><p>2nd Level – Barkskin, Blight Enemies, Briar Web*,</p><p>3rd Level – Wild Stealth</p><p>4th Level –Commune With Nature, Wall of Thorns, Unite Allies</p><p></p><p>Favored Enemy Strike [General]</p><p>You can inflict greater damage against your favored enemies.</p><p>Prerequisite: Favored enemy</p><p>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.</p><p></p><p>Favored Enemy Critical Strike [General]</p><p>You can inflict telling blows with even greater accuracy upon your favored enemies.</p><p>Prerequisite: Favored enemy</p><p>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.</p><p></p><p>Blight Enemy</p><p>Evocation</p><p>Level: Rgr2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One favored enemy</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>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.</p><p></p><p>Unite Allies</p><p>Enchantment (Compulsion)</p><p>[Mind-Affecting]</p><p>Level: Rgr4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: 50 ft.</p><p>Area: All allies within 50 ft.</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (harmless)</p><p>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.</p><p></p><p>Wild Stealth</p><p>Transmutation</p><p>Level: Rgr3</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Area: You</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None</p><p>You gain a +10 enhancement bonus to Move Silently and Hide checks when out of doors, above ground, in a non-urban environment.</p><p></p><p>* See Defenders of the Faith</p><p></p><p>Feats and Spells made by Monte Cook</p></blockquote><p></p>
[QUOTE="njrpg, post: 395806, member: 3678"] 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 [/QUOTE]
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