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Ranger Variant (updated)
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<blockquote data-quote="Dr. Zoom" data-source="post: 69164" data-attributes="member: 409"><p><strong>My own alt.ranger</strong></p><p></p><p>The Ranger Chart</p><p></p><p>01) 1st Favored Enemy, Track</p><p>02) Bonus Feat</p><p>03) Smite Favored Enemy</p><p>04) Spells (0 - - -)</p><p>05) Spells (1 - - -), 2nd Favored Enemy</p><p>06) Spells (1 - - -)</p><p>07) Spells (2 0 - -)</p><p>08) Spells (2 1 - -)</p><p>09) Spells (2 1 - -)</p><p>10) Spells (3 2 0 -), 3rd Favored Enemy</p><p>11) Spells (3 2 1 -)</p><p>12) Spells (3 2 1 -)</p><p>13) Spells (3 3 2 0), Skill Mastery</p><p>14) Spells (4 3 2 1)</p><p>15) Spells (4 3 2 1), 4th Favored Enemy</p><p>16) Spells (4 3 3 2)</p><p>17) Spells (4 4 3 2)</p><p>18) Spells (4 4 3 2)</p><p>19) Spells (4 4 4 3)</p><p>20) Spells (4 4 4 4), 5th Favored Enemy</p><p></p><p></p><p>Game Rule Information</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>The Humanoid category will be broken down as follows:</p><p></p><p>Aquatic Humanoids (Kuo-Toa, Lizard Folk, Locathah, Merfolk, Sahuagin)</p><p>Dwarves of all types</p><p>Elves of all types, including Half-elves</p><p>Goblinoids (Bugbears, Goblins, Hobgoblins)</p><p>Humans</p><p>Orcs (Orcs, Half-orcs, Gnolls)</p><p>Reptilian Humanoids (Kobolds, Lizard Folk, Troglodytes)</p><p>Small Humanoids (Gnomes and Halflings)</p><p></p><p>Favored Enemy: Same as the PH except:</p><p></p><p>Rangers may choose their own race as a favored enemy even if they are not evil.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Bonus Feat: Rangers get a bonus feat at 2nd level.</p><p></p><p>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.</p><p></p><p>Skill Mastery: Same as the rogue ability in the PH.</p><p></p><p>Spell List: </p><p></p><p>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</p><p></p><p>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</p><p></p><p>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</p><p></p><p>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)</p><p></p><p>*New additions. Thanks to Drowdude, the author of these ideas.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dr. Zoom, post: 69164, member: 409"] [b]My own alt.ranger[/b] 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. [/QUOTE]
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