Ranger Variant (updated)

I used to do favored enemy in a similar manner, but I have decided to adopt Masters of the Wild's new Defensive Favored Enemy variant rule instead. It solves the problem of losing most of the favored enemy benefit when choosing undead, constructs, etc. There is also a feat that solves that problem by allowing you to apply your damage to a favored enemy that is normally immune to critical hits.

I have tried many different ranger variants, and this is the first time that I have felt comfortable with the variant I use. I have not changed too much of the way the class is structured in the PH, and I think that is good. But I have tweaked the class in the problem areas.
 

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Thanks for all the comments everyone.

Once again I am somewhat pressed for time. I have taken several of your comments to heart though and have managed to get my hands on MotW (finally), so a revision is forthcoming.
 
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Take your time, Drowdude. I will be looking forward to your reply.

I, too, just got MotW, and I really like it so far. I decided to drop my favored enemy variant regarding the bonuses and use Defensive Favored Enemy. It does seem like a better "fix" than what I was using, which was probably too powerful.

Let's Go Team USA!
 

Dr. Zoom said:
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 retained this aspect. I feel the bonus should be applied more liberally to all skills that the FE bonus could conceivably affect.

Dr. Zoom said:
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. .

I removed these bonuses. I agree completely in regards to the init bonus. That was mainly just an afterthought idea I was tossing around.
However I was somewhat reluctant to remove the save bonus. It makes alot of sense IMO, but I can see where it could make the FE ability "too good" in several instances.

Dr. Zoom said:
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..

Scratched.

Dr. Zoom said:
I prefer d10 HD and good Fort saves, but d8 and good Fort and Reflex saves seems to be the acceptable variation.

The Survivor path addresses this I think.

Dr. Zoom said:
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. .

I ended up playing with the progression some, let me know what you think of it.

One problem of note I have with yours (and I think Monte's had a similar problem) is that you have rangers gaining 4th level spells at 13th level. This doesnt feel right to me since their caster level is only 6th at that point and no other spell-casting class gains 4th level spells earlier than 7th.

Dr. Zoom said:
BTW, what are the 0 level spells for your ranger? There are already some 0 level spells on the 1st level ranger list.

I am in the process of reworking the ranger's spell list from scratch using all the resources I have available. As soon as it is done I will post it up.


I also seperated skill mastery from the way of the land ability and simply give that to rangers at 13th level. As well as adding Knowledge (favored enemy) to the class skill list in lieu of (Geograpy).
 
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I feel the bonus should be applied more liberally to all skills that the FE bonus could conceivably affect.

Fair enough. I might grant a +2 synergy bonus to a ranger crafting a trap for a bear if animals was one of his favored enemies. I doubt I would add the favored enemy bonus, though. The same might go for Heal and others skills, but I would go on a case by case basis for these. I would not include Hide and Move Silently in this because I am using MotW Defensive Favored Enemy variant, which swaps these with Bluff and Sense Motive.

However I was somewhat reluctant to remove the save bonus. It makes alot of sense IMO, but I can see where it could make the FE ability "too good" in several instances.

Exactly. Like I said, the ranger has the luxury of knowing his favored enemy. He can use this knowledge more than others to prepare him (and others) for any confrontation with them. If my ranger was a vampire hunter, I would certainly spend a feat on Iron Will (for the charm) or Dodge (watch those touch attacks).

Regarding tracking druids or those under a pass without trace spell or effect, I said I did not think this was a good idea. But did you notice the Traceless Track supernatural ability of the Bloodhound in MotW? It allows just this, albeit you track them with a -10 circumstance penalty. I may have to scratch that ability from Bloodhounds if I put them in my campaign. :D

I ended up playing with the progression some, let me know what you think of it.

I wonder where you got that pattern? I understand what you are doing when you give access to 2nd level spells to rangers at 6th level. But to give him 2nd level spells at 6th level is too soon, IMO. At least make it 7th level, where the ranger caster level is still 3. Then level 10 for 3rd level spells and 14 for 4th so the caster level can be 7th.

One problem of note I have with yours (and I think Monte's had a similar problem) is that you have rangers gaining 4th level spells at 13th level. This doesnt feel right to me since their caster level is only 6th at that point and no other spell-casting class gains 4th level spells earlier than 7th.

Good point. I never thought of that. Not sure I think that matters because the ranger is still 13th level, but that is probably why it is given at 14th level in the core class. I will have to think about this one. By the way, I also give this spell progression to paladins.

am in the process of reworking the ranger's spell list from scratch using all the resources I have available. As soon as it is done I will post it up.

I would like to see that.
 

Dr. Zoom said:


I wonder where you got that pattern?


IZ gud pattern ;)

I really dont think rangers receiving what most likely will be a single 2nd level spell per day at 6th level to be a problem at all.

Likewise, rangers recieving 4th level spells at 13th level versus 14th level is a relatively minor quibble. I just like things following as logical a pattern as possible.
 
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The enhanced wilderness lore is a very good idea. Lifts a few constraints on skill points for rangers, as well as allowing them to be the best trackers around. I like :>
 

Tarin Greenflame said:
The enhanced wilderness lore is a very good idea. Lifts a few constraints on skill points for rangers, as well as allowing them to be the best trackers around. I like :>

:D
 
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