Ranger Variant (updated)

drowdude

First Post
Updated version, with revised spell-list.

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Ranger Variant


Alignment: Any.

Hit Die: d8.

Good Saves: Fort & Reflex

BAB: As Fighter.

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Class Skills: The ranger's class skills (and the key ability for each skill) are…

Animal Empathy (Cha, exclusive), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Monster Lore)(Int), Knowledge (Nature)(Int), Knowledge (Specific Terrain Type)(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 First Level: (6 + Int. modifier) x 4.
Skill Points at Each Additional Level: 6 + Int. modifier.

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Class Features


Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.

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Enhanced Wilderness Lore (Tracking + Trailblazing): Rangers gain Track as a bonus feat at 1st level. In addition to this, rangers receive a +1 bonus to all Wilderness Lore skill checks at the following levels: 2, 5, 8, 11, 14, 17, & 20.
Trailblazing (acquired at 2nd level): When traveling in poor weather conditions or difficult terrain a ranger may make a wilderness lore check to save travel time. A check of 15 or better reduces the total travel time by 25%, while a check of 25 or better reduces it by 50%. Travel time is reduced for everyone in the ranger’s immediate vicinity.

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Chosen Path: Each ranger selects a “path” from those described below. Unless otherwise noted, these feats only apply when the ranger is wearing light or no armor. These feats may be used to fulfill the requirements for other feats, but feats gained in this manner are subject to the armor limitations.

·Archer: A ranger must have at least a 13 Dexterity in order to choose this path. This path gains the Point-Blank Shot at 1st level, and an additional archery feat at 2nd level chosen from the following list: Far Shot, Precise Shot, Rapid Shot, Shot on the Run, or Weapon Focus (bow of choice).

·Dual-Wielder: A ranger must have at least a 15 Dexterity in order to choose this path. It grants the ranger full use of the 2-Weapon Fighting & Ambidexterity feats.

·Master Huntsman: This path grants the ranger benefit of the Skill Focus (Wilderness Lore) feat regardless of the type of armor they are wearing. They also gain a +2 bonus to the following skill checks while in Light or no armor: Hide, Listen, Move Silently, & Spot. A Mater Huntsman gains new favored enemies at a faster rate than other rangers. Add additional FE at levels 4, 8, 12, 16, & 20.

·Mounted Warrior: This path grants a ranger the Mounted Combat feat, as well as one of the following feats upon reaching 2nd level: Mounted Archery, Trample, Ride-By Attack, Skill Focus (Ride), or Spirited Charge.
In addition, the ranger may choose one of the following
options…
1.) Suffer no penalties to their ride skill checks while riding bareback.
2.) Retain use of these feats regardless of they type of armor they are wearing.

·Survivor: This path changes the ranger’s hit die to 1d10, while the Reflex save becomes “bad”. The ranger may also choose 2 feats from the following list: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. The ranger retains use of these feats regardless of the type of armor they are wearing.
Note: Toughness may be chosen twice. This nicely models the 1E ranger and their 2d8 HD at 1st level :)

·Wilderness Runner: This path grants the ranger a +10 bonus to their base speed, as well as the benefits of the Run feat. At 2nd level the wilderness runner also gains use of the Endurance feat.

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Call of the Wild(Su): At 9th level rangers use their character level when determining the # of HD worth of animals they can befriend via the Animal Friendship spell. In addition their gain they ability to use Animal Friendship to befriend Beasts and Magical Beasts.
Rangers who desire to do so have the option to trade this ability for a single bonus feat of their choice.

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Skill Mastery (as the rogue ability): At 13th level rangers gain mastery of 3+Int modifier class skills.

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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 ranger gains a bonus to each of the following skills when they are applied against, or in relation to, their favored enemies: Bluff, Craft (Traps), Escape Artist, Heal, Hide, Intimidate, Knowledge (monster lore), Listen, Move Silently, Sense Motive, Spot, Use Rope, & Wilderness Lore.

The favored enemy bonus also can affect combat in several important ways. At the beginning of his action each round he may designate (as a free action) how his favored enemy bonus is being applied. It may be applied to attack rolls, damage rolls*, or as a Dodge bonus to AC.

*The damage bonus applies with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). Likewise, the damage bonus doesn't apply to damage against creatures that are immune to critical hits

At 5th level and at every five levels (10th, 15th, and 20th levels) the bonus increases by +1 and the ranger gains a new favored enemy at +1. For example a 10th level ranger’s favored enemy bonuses might look like this: Animals/Beasts +3, Giants +2, & Dragons +1.

Whenever they gain a new favored enemy the ranger also has the option of refocusing his favored enemy bonuses by swapping their order. This represents letting seldom used skills lapse while you focus on new foes. These changes, once made, are permanent until the ranger gains a new favored enemy. The 10th level ranger in the above example could have changed his bonuses to: Animals & Beasts +1, Giants +2, & Dragons +3.


Table 2: Ranger Favored Enemies

Aberrations
Animals + Beasts (inc. Dire Animals)
Constructs
Dragons
Elementals
Fey
Giants
Humanoid type *
Magical beasts
Oozes
Organizations/Cults/Religions
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 (such as goblinoids, humans, or reptilian humanoids) or outsider (such as demons, devils, or efreet; or as defined by the outsider’s subtype: air, chaotic, earth, evil, or fire for example).

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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. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a druid does.
Rangers gain spells per day as indicated in the chart below…


Table 3: Ranger Spells Per Day
Ranger Level Caster Level 0 1 2 3 4
01-03 Cant Cast - - - - -
04 01 1 0 - - -
05 02 1 1 - - -
06 03 2 1 0 - -
07 03 2 2 1 - -
08 04 2 2 1 - -
09 04 3 2 2 - -
10 05 3 3 2 0 -
11 05 3 3 2 1 -
12 06 3 3 3 1 -
13 06 4 3 3 2 -
14 07 4 4 3 2 0
15 07 4 4 3 2 1
16 08 4 4 4 3 1
17 08 4 4 4 3 2
18 09 5 4 4 3 2
19 09 5 5 4 3 2
20 10 5 5 4 4 3


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Ranger Spell List (Revised)

0-Level Ranger Spells

PHB: Detect Magic, Detect Poison, Endure Elements, Flare, Guidance, Know Direction, Purify Food & Drink, Read Magic, Resistance, Virtue
Magic of Faerun: Detect Crossroads, Naturewatch, Ram’s Might
Masters of the Wild: Animal Trick, Dawn, Daze Animal, Fire Eyes, Scarecrow
Book of Eldritch Might I: Devlin’s Barb, Mental Alarm
Book of Eldritch Might II: Quickboost
Relics & Rituals: Adhere to Wood, Chill/Warmth, Clean, Dowsing, Quick Sober, Spark, Steal Sleep,
Oriental Adventures: Detect Disease,
Rokugan: Agasha’s Touch, Call Earth, Call Fire,
Dragon #270: Forager’s Blessing

1st. Level Ranger Spells

PHB: Alarm, Animal Friendship, Cure Minor Wounds, Delay Poison, Detect Animals or Plants, Detect Snares & Pits, Detect Undead, Entangle, Expeditious Retreat, Faerie Fire, Goodberry, Magic Fang, Magic Stone, Obscuring Mist, Pass Without Trace, Resist Elements, Speak With Animals, Summon Nature’s Ally I
Magic of Faerun: Branch to Branch, Camouflage, Handfire, Hunter’s Mercy, Ironguts, Low-Light Vision, Smell of Fear, Speed Swim, Stalking Brand, Surefoot, Towering Oak
Masters of the Wild: Bloodhound, Camouflage, Hawkeye
Book of Eldritch Might I: Precise Vision
Relics & Rituals: Arrow Charm, Chameleon Skin, Minor Symbol of Divinity, Rabbit Feet, Sethris’s Potency, Shade’s Sight,
Oriental Adventures: Accuracy, Chameleon, Detect Taint, Swim, Weapon Bless,
WotC Spellbook: Exacting Shot

2nd. Level Ranger Spells

PHB: Animal Messenger, Continual Flame, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak With Plants, Summon Nature’s Ally II, True Strike
Magic of Faerun: Claws of the Beast, Easy Trail, One With The Land, Scent, Share Husk, Spectral Stag
Masters of the Wild: Briar Web, Might of the Oak, Nature’s Favor, Persistence of the Waves, Speed of the Wind
Tome & Blood: Filter, Gaze Filter
Defenders of the Faith: Beastmask, Briar Web,
Book of Eldritch Might II: Creature Loresight
Relics & Rituals: Assassin’s (Hunter’s) Senses, Call Aquatic Animal I, Circle of Sounds, Flame/Frost Weapon, Hunter’s Stalk, Lilandel’s Flurry, Swift Water, Tanil’s Touch, Wolf’s Cry,
Oriental Adventures: Horse’s Nose, Protection from Taint, Secret Signs,
MonteCook.com: Blight Enemy

3rd. Level Ranger Spells

PHB: Barkskin, Control Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Water Walk
Magic of Faerun: Bladethirst, Blood Frenzy, Decoy Image, Easy Climb, Living Prints, Safe Clearing, Remedy Moderate Wounds
Masters of the Wild: Animal Reduction, Bottle of Smoke, Detect Favored Enemy, Embrace the Wild, Forestfold
Defenders of the Faith: Harrier, Weathereye
Manual of the Planes: Avoid Planar Effects, Improved Alarm
Relics & Rituals: Animal Infusion, Animal Spy, Beast Soul, Renewed Focus, Sethtel’s Stick Servant,
Oriental Adventures: Commune With Lesser Spirit, Discern Shapechanger, Warning,
Dragon #275: Rapid Strikes,
MonteCook.com: Wild Stealth
WotC Spellbook: Heal Animal Companion
WotC Spellwriting Contest: Summoning Bond

4th. Level Ranger Spells

PHB: Animal Growth, Commune With Nature, Cure Serious Wounds, Death Ward, Dispel Magic, Freedom of Movement, Keen Edge, Nondetection, Polymorph Self, Repel Vermin, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns, Waterbreathing, Wind Wall
Magic of Faerun: Blindsight, Mass Camouflage, Weapon of Impact, Weapon of the Deity, Wind At Back
Tome & Blood: Energy Buffer, Polymorph Self
Defenders of the Faith: Beast Claws, Chain of Eyes, Weapon of the Diety
Manual of the Planes: Attune Form, Safety
Book of Eldritch Might I: Greater Sleep
Relics & Rituals: Call Aquatic Animal II, Tanil’s Purging, Tattoo Item, Terole’s Translator, Yaral’s Totemic Transformation,
Oriental Adventures: Lesser Spirit Ally, Mental Strength, Remove Fatigue, Sustain,
Dragon #275: Burning Sword, Dolorous Blow,
Dragon #279: Bane Weapon (ranger’s may only choose favored enemies however)
Dragon # 285: Infuse With Element
Dragon # 292: Essence of the Raptor
MonteCook.com: Unite Allies
WotC Spellbook: Bite of the Wererat, Foebane,


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Ranger Variants


Non-magical Ranger (Woodsman): Remove all spellcasting ability & the “Call of the Wild” ability and replace these abilities with bonus feats at levels 6, 10, 14, & 18.

Urban Ranger: If you want to play an “Urban Ranger” play a fighter-rogue for Gawd’s sake. Sheeesh.


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Notes on the spell-list: Several effects were removed from the ranger's "official" spell list. Such as Treeshape and Land Womb.

Weapon of the Deity should also be removed from the spell list if the ranger does not draw his power from a deity.

Also several spells that are more or less redundant were kept in the list. This was done for the sake of completeness and to aid those who may not have access to all of the suppliments I quoted from.

edit: Previously, that last sentence made NO sense whatsoever :p
 
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be a little more specific about "choosing" how it works and when you recieve such abilities

it's kind of flat and over powerful, I'm very tired of alt.rangers
 

~Joseph~ said:
be a little more specific about "choosing" how it works and when you recieve such abilities

I was editing that very thing as you were posting.

~Joseph~ said:
it's kind of flat and over powerful,

Thanks for all that constructive feedback....


~Joseph~ said:
I'm very tired of alt.rangers


Then why bother posting to the thread?
 
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Pretty good, so long as it fits your campaign. You might want to run it through the class creation engine though, to double check on the balance.

I still feel that what is best is a ranger done in the 3E style: customizeable. That way, you don't need as many ranger class variations, if one can cover every player's vision of the ranger (and players apparently have varying visions of the ranger), just how the 3E fighter can cover just about any player's vision of a fighter type. The only hard part is doing so, while still keeping in line with previous editions of D&D. It's really a shame WotC messed up on their first printing of the ranger, followed by Monte Cook admitting to the weakness of the class and making a semi-official variant of his own. On one hand, the creativity of the players to create ranger variants is good, but on the other, it should have been done right the first time. Sigh.
 

Tarin Greenflame said:
Pretty good, so long as it fits your campaign. You might want to run it through the class creation engine though, to double check on the balance.

I still feel that what is best is a ranger done in the 3E style: customizeable. That way, you don't need as many ranger class variations, if one can cover every player's vision of the ranger (and players apparently have varying visions of the ranger), just how the 3E fighter can cover just about any player's vision of a fighter type. The only hard part is doing so, while still keeping in line with previous editions of D&D. It's really a shame WotC messed up on their first printing of the ranger, followed by Monte Cook admitting to the weakness of the class and making a semi-official variant of his own. On one hand, the creativity of the players to create ranger variants is good, but on the other, it should have been done right the first time. Sigh.

Thanks for the reply Tarin.

I agree 100% that WotC should have done a better job on the ranger class to begin with. I was glad that Monte stepped forth with a variant but I really didnt dig how his gave out all those bonus feats later in the ranger's career.

As always though... to each his own.
 
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I have a few reflections you may find helpful or useful, or not.

First, I will say that I have tried a few different alt.rangers and I have not liked any of them. Monte's ranger is too feat heavy, although his spell progression and new spells are nice. Further, he did nothing to favored enemy, which is odd because that was one of the problems he listed with the core class. Other alt.rangers infringed too much for my taste upon the major abilities of other core classes, like fast movement, sneak attack, woodland stride, etc., and simply had too many extras.

I am not one who thinks that the ranger is more front-loaded than the other core classes. Nor do I have a problem with the two-weapon fighting, although I would consider different options if a player requested them (such as you have listed for your ranger's chosen path). The main problems for me is a lack of any abilities gained at 2nd and 3rd level, too slow a spell progression, and the way the favored enemy bonuses apply. Secondarily, it seems that the ranger should be able to master a few skills at higher level.

So I granted a bonus feat at second level with no restricted list to allow for maximum customizaton (this is the one and only bonus feat for the ranger!) and, at 3rd level, the smite ability once per day against any favored enemy. I have not found a great way to alter the core favored enemy bonuses yet, but your refocus sounds nice. I think I may try it. I also like the idea of allowing the bonus to be applied to more than just damage, primarily so that the ranger who chooses undead for a favored enemy does not lose ¾ of the ability, but also to allow for more flavor. I allow the ranger to apply it either to damage rolls, attack rolls, or AC as a Dodge bonus (rumor is that MotW suggests something similar for favored enemies that are immune to critical hits). The ranger must choose from turn to turn, however, the option to which it will apply, similar to how one chooses his opponent each round for the Dodge feat. For spells I added to the ranger list the ranger spells from the WotC Spellbook feature, the ranger spell from DotF, Monte Cook's new ranger spells, and 4 spells from the PH (expeditious retreat, barkskin, commune with nature, wall of thorns). I look forward to the new spells in MotW, although I do not have that book yet. I increased the level of access for the higher level spells as Monte Cook did, at 7th, 10th, and 13th level, although you begin with “0” spells at each new spell level. The progression goes like this: 0-1-1-2-2-2-3-3-3-3-4. For 3rd and 4th level spells this progression is a little better at 18th, 19th, and 20th level. The bottom line is that a 20th level ranger has 4 spells of each level. Finally, the ranger gets Skill Mastery at 13th level as the rogue ability of the same name in the PH, except this is a one-time ability, so choose wisely.

I think your favored enemy as a whole is too good. It grants the bonus to 12 skills instead of 5, to attack rolls, to damage rolls, to AC, to initiative, and to certain saving throws.

The favored enemy skill list is too long. I suggest keeping the core list and perhaps one or two of the others, like knowledge or heal or intimidate. The rest of the skills on your list I do not think favored enemy should affect.

I suggest making the ranger choose between attack, damage, and AC. Giving the bonus to each ability simultaneously is too much. I don't think inititiative or saving throws should benefit from this bonus at all. The ranger cannot have two or three initiative numbers, which he would need in a mixed battle. That would not be a good idea not to mention impractical. Nor do I think a ranger would be more resistant to the spells and abilities of his favored enemies. He would know about them and be able to prepare accordingly, though. For example, a ranger with undead as a favored enemy might want to take the Great Fortitude and/or Iron Will feats in order to better combat ghouls and vampires.

I have never liked the idea that a ranger of any level can thwart the trackless step ability or pass without trace spell. This would be more of an epic level ability or at best a 4th level spell. Not even a ranger should be able to track a druid. Likewise for flying and incorporeal creatures. I would scratch all this.

The chosen paths are ok. My rangers are dual-wielders by default, but I would entertain variants if a player wanted something other than TWF. So far, this has not been the case IMC.

I prefer d10 HD and good Fort saves, but d8 and good Fort and Reflex saves seems to be the acceptable variation. I hesitate to give rangers 6 skill points. I say stay at 4 and let the player put a 12+ in Intelligence and/or be human to get more. I don't really mind the extra skills too much, nor do I see a reason to have any, besides perhaps Knowledge (favored enemy).

I like the fact that you have changed the spell progression for the better. This is one of my main problems with the core ranger (and paladin, too). I think you should make them more even, however. I suggest Monte Cook's or a variation of it like my own. BTW, what are the 0 level spells for your ranger? There are already some 0 level spells on the 1st level ranger list.

Sorry about being so long-winded. I hope my comments help. Perhaps I should post my alt.ranger for you to compare.
 
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Dr. Zoom said:
Sorry about being so long-winded. I hope my comments help. Perhaps I should post my alt.ranger for you to compare.


Thanks for the eloquent response Dr. Zoom. I dont have the time to properly address it at the moment as I am preparing for tonights game.

Please post your ranger, I would certainly like to see it.
 
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My own alt.ranger

The Ranger Chart

01) 1st Favored Enemy, Track
02) Bonus Feat
03) Smite Favored Enemy
04) Spells (0 - - -)
05) Spells (1 - - -), 2nd Favored Enemy
06) Spells (1 - - -)
07) Spells (2 0 - -)
08) Spells (2 1 - -)
09) Spells (2 1 - -)
10) Spells (3 2 0 -), 3rd Favored Enemy
11) Spells (3 2 1 -)
12) Spells (3 2 1 -)
13) Spells (3 3 2 0), Skill Mastery
14) Spells (4 3 2 1)
15) Spells (4 3 2 1), 4th Favored Enemy
16) Spells (4 3 3 2)
17) Spells (4 4 3 2)
18) Spells (4 4 3 2)
19) Spells (4 4 4 3)
20) Spells (4 4 4 4), 5th Favored Enemy


Game Rule Information

Same as PH: Abilities, Alignment, Hit Die, BAB, Saving Throws, Class Skills, Weapon and Armor Proficiency, Spells (except as noted below), Track, Table 3-14: Ranger Favored Enemies (except as noted below), Improved Two-Weapon Fighting.

Table 3-14: Ranger Favored Enemies: Combine Animals and Beasts into one category*. Outsiders are chosen according to their subtype: air, chaotic, earth, evil, fire, good, lawful, water, and no subtype (see the MM page 4 for specific creatures).

The Humanoid category will be broken down as follows:

Aquatic Humanoids (Kuo-Toa, Lizard Folk, Locathah, Merfolk, Sahuagin)
Dwarves of all types
Elves of all types, including Half-elves
Goblinoids (Bugbears, Goblins, Hobgoblins)
Humans
Orcs (Orcs, Half-orcs, Gnolls)
Reptilian Humanoids (Kobolds, Lizard Folk, Troglodytes)
Small Humanoids (Gnomes and Halflings)

Favored Enemy: Same as the PH except:

Rangers may choose their own race as a favored enemy even if they are not evil.

Whenever a ranger gains a new favored enemy, he also has the option of refocusing his favored enemy bonuses. However the bonus cannot rise or fall by more than +1 at a time. This represents letting seldom-used skills lapse while focusing on new ones. A ranger may never have more than a +5 bonus against a particular favored enemy*. Likewise, he will always have a minimum of +1. For example, a 10th level ranger has 3 favored enemies at +3, +2, and +1 respectively. He could refocus to +2, +2, and +2 or even to +2, +3, and +1.

A ranger may opt for the Defensive Favored Enemy bonus (from MotW). In this variant, the ranger gains his favored enemy bonus to Hide and Move Silently instead of Bluff, Sense Motive, and damage rolls. He can also use his favored enemy bonus as a dodge bonus as if using the Dodge feat. The ranger retains this bonus on Listen, Spot, and Wilderness Lore checks. Once you choose this option for a particular favored enemy, you may not reverse the decision. This variant is particularly useful against favored enemies that are immune to critical hits such as undead and constructs.

Bonus Feat: Rangers get a bonus feat at 2nd level.

Smite Favored Enemy (Su): Drawing upon the power of nature, the ranger may smite any favored enemy once per day. The smite must be declared before the attack roll is made, and it is used up for that day regardless of success or failure. Smite is a melee attack that grants a +4 to the attack roll and adds the ranger’s class level to the damage roll. This is a supernatural effect that will damage even those creatures immune to critical hits, such as undead, constructs, oozes, and others.

Skill Mastery: Same as the rogue ability in the PH.

Spell List:

1 – Alarm, Animal Friendship, Animal Trick (MotW), Bloodhound (MotW), Camouflage (MotW), Dawn (MotW), Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Exacting Shot (WotC), Expeditious Retreat (PH), Hawkeye (MotW), Magic Fang, Pass Without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature’s Ally I

2 – Animal Messenger, Barkskin (PH), Blight Enemies (MC), Bottle of Smoke (MotW), Briar Web (DotF/MotW), Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Nature's Favor (MotW), Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature’s Ally II

3 – Animal Reduction (MotW), Control Plants, Cure Moderate Wounds, Detect Favored Enemy (MotW), Diminish Plants, Embrace the Wild (MotW), Forestfold (MotW), Greater Magic Fang, Heal Animal Companion (WotC), Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Tree Shape, Water Walk

4 – Commune with Nature (PH), Cure Serious Wounds, Foebane (WotC), Freedom of Movement, Nondetection, Polymorph Self, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns (PH), Windwall, Unite Allies (MC)

*New additions. Thanks to Drowdude, the author of these ideas.

Edit: Changed Favored Enemy section from my own variant to Masters of the Wild's Defensive Favored Enemy variant. Nice fix in my opinion. I also added the new ranger spells from MotW to the spell list. I deleted Monte's Wild Stealth spell because the MotW spell Forestfold made it obsolete.
 
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I thought I'd pipe in with my version of the Favored Enemy ability...

In my campaign
Favored Enemy: At 1st level, a ranger may select a type of creature (see PHB page 45, Table 3-14) as a favored enemy. On his action during combat, the ranger gains a +1 insight bonus to either on his attack rolls, damage rolls (target must be within 30 feet), or dodge bonus to AC against members of the specified creature type. This +1 insight bonus also applies to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks used against this type of creature. The ranger must be aware of his favored enemies and not flat-footed in order to make use of his favored enemy ability. The insight bonus doesn’t apply to damage against creatures that are immune to critical hits. The dodge bonus to AC applies only against one favored enemy opponent that he chooses. As a free action, the ranger chooses how to allocate his favored enemy bonus (to attack, damage, or defense) at the start of his initiative.
At every two levels thereafter (3rd, 5th, 7th, 9th, 11th, etc.), the ranger gains an additional +1 favored enemy bonus, which may be added to an existing bonus against a favored enemy, or a new favored enemy may be taken for a +1 insight bonus. For example, at 3rd level, Soveliss (the iconic ranger) may increase his favored enemy bonus against goblinoids to +2, or apply it to a new creature type such as undead, thus having a total +1 bonus versus goblinoids and +1 bonus versus undead. No single favored enemy bonus may be increased beyond +5 and you can not have more than 5 favored enemies at a time. Any time a ranger gets additional favored enemy bonuses from another class (that follows suit as with PHB ranger), he gets two points of favored enemy bonus as a ranger for every point of the favored enemy bonus of that class (using the point distribution method mentioned above). Non-evil rangers coming from a predominately goodly aligned race, such as elves and dwarves, can not select their own race as a favored enemy. The exception is when you further specify a subrace that is diametrically opposed in morals from your race, such as the likes of drows and duergars.

It may be a little complicated at first, but when you get used to it, it works beatifully! My 2 cents...
 
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