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Ranger: What needs fixing?
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<blockquote data-quote="Dr. Zoom" data-source="post: 44383" data-attributes="member: 409"><p>I am looking forward to MotW. I hope there are some great options for rangers. Here is the latest alt.ranger I am using. It eliminates TWF, increases spell capability, grants special abilities at later levels (similar to the rogue), and allows for Monte's new spells and feats. I left Favored Enemy as is (except for choosing your own race) because I do not really like any of the alternates well enough to change it. I do like Caliban's suggestion of +1d6 per FE, but should I then allow Monte's FE Strike? Some of my special abilities help with FE, at any rate.</p><p></p><p>Here is my alt.ranger progression:</p><p></p><p>01) 1st Favored Enemy, Track, Regular Feat</p><p>02) Bonus Feat</p><p>03) Regular Feat</p><p>04) 1st Level Spells (Wis 12+), Animal Companions (from spell)</p><p>05) 2nd Favored Enemy</p><p>06) Regular Feat</p><p>07) Special Ability, 2nd Level Spells (Wis 14+)</p><p>08)</p><p>09) Regular Feat</p><p>10) 3rd Favored Enemy, Special Ability, 3rd Level Spells (Wis 16+)</p><p>11)</p><p>12) Regular Feat</p><p>13) Special Ability, 4th Level Spells (Wis 18+)</p><p>14)</p><p>15) 4th Favored Enemy, Regular Feat</p><p>16) Special Ability</p><p>17)</p><p>18) Regular Feat</p><p>19) Special Ability</p><p>20) 5th Favored Enemy</p><p></p><p>Notes: Special abilities could start at 10th level instead of 7th level. Anyone have a strong opinion one way or the other? </p><p></p><p>Spells start with "0" so the Wisdom requirement is for bonus spells. Otherwise, the ranger gains access at the next level. Each spell level progresses as follows: 0-1-2-2-3-3-3-4. Four spells per spell level is the max for the ranger, unless he has bonus spells. At 20th level, rangers have 4 spells per spell level. In case anyone is curious, I also use this progression for the Paladin.</p><p></p><p></p><p>Game Rule Information</p><p></p><p>Same as PHB: Abilities, Alignment, Hit Die, BAB, Saving Throws, Class Skills, Spells (except as noted below), Track, Table 3-14: Ranger Favored Enemies.</p><p></p><p>Weapon and Armor Proficiency: Same as the PHB, except the ambidexterity and two-weapon fighting in light or no armor “virtual feats” are dropped. They will be replaced by one bonus feat at second level, an expanded spell list, and a better spell progression.</p><p></p><p>Favored Enemy: Same as the PHB, except rangers may choose their own race as a favored enemy without being evil.</p><p></p><p>Bonus Feat: At 2nd level rangers gain a bonus feat.</p><p></p><p>New Feats: Rangers may choose Favored Enemy Strike and Favored Enemy Critical Strike found in Monte Cook’s “The Ranger Revisited.”</p><p></p><p>Special Ability: Starting at 7th level and every three levels thereafter rangers gain a special ability from the following list:</p><p>Smite Favored Enemy – 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.</p><p>Improved Favored Enemy – Add a +1 bonus to all favored enemies.</p><p>Uncanny Dodge (dex bonus to AC) – As the barbarian ability in the PHB.</p><p>Uncanny Dodge (cannot be flanked) – As the barbarian ability in the PHB.</p><p>Skill Boost – The ranger gains a feat that helps his skills. He must choose from the following list: Alertness, Athletic, Endurance, Forester, Greater Skill Focus, Skill Focus, Stealthy, and Survivor. (Note: the Skill Focus feat increases a skill by +3, not +2. Likewise Greater Skill Focus gives a non-stackable +5 bonus. This is an official house rule.)</p><p>Skill Mastery – As the rogue ability in the PHB.</p><p></p><p>Spell List: </p><p></p><p>1 – Alarm, Animal Friendship, Camouflage*, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Exacting Shot*, Expeditious Retreat*, Hunter’s Mercy*, Low Light Vision*, Magic Fang, Pass Without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature’s Ally I, Surefoot*</p><p></p><p>2 – Animal Messenger, Barkskin*, Blight Enemies*, Briar Web*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, One with the Land*, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature’s Ally II</p><p></p><p>3 – Blade Thirst*, Control Plants, Cure Moderate Wounds, Diminish Plants, Easy Climb*, Greater Magic Fang, Heal Animal Companion*, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Tree Shape, Water Walk, Wild Stealth*</p><p></p><p>4 – Commune with Nature*, Cure Serious Wounds, Foebane*, Freedom of Movement, Nondetection, Polymorph Self, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns*, Windwall, Unite Allies*</p><p></p><p>*New Ranger spells found in the PHB, Monte Cook’s Ranger Revisited, Wizards.com Spellbook, Magic of Faerun, or Defenders of the Faith. Coming soon: new spells from Master’s of the Wild.</p><p></p><p></p><p>Any comments?</p></blockquote><p></p>
[QUOTE="Dr. Zoom, post: 44383, member: 409"] I am looking forward to MotW. I hope there are some great options for rangers. Here is the latest alt.ranger I am using. It eliminates TWF, increases spell capability, grants special abilities at later levels (similar to the rogue), and allows for Monte's new spells and feats. I left Favored Enemy as is (except for choosing your own race) because I do not really like any of the alternates well enough to change it. I do like Caliban's suggestion of +1d6 per FE, but should I then allow Monte's FE Strike? Some of my special abilities help with FE, at any rate. Here is my alt.ranger progression: 01) 1st Favored Enemy, Track, Regular Feat 02) Bonus Feat 03) Regular Feat 04) 1st Level Spells (Wis 12+), Animal Companions (from spell) 05) 2nd Favored Enemy 06) Regular Feat 07) Special Ability, 2nd Level Spells (Wis 14+) 08) 09) Regular Feat 10) 3rd Favored Enemy, Special Ability, 3rd Level Spells (Wis 16+) 11) 12) Regular Feat 13) Special Ability, 4th Level Spells (Wis 18+) 14) 15) 4th Favored Enemy, Regular Feat 16) Special Ability 17) 18) Regular Feat 19) Special Ability 20) 5th Favored Enemy Notes: Special abilities could start at 10th level instead of 7th level. Anyone have a strong opinion one way or the other? Spells start with "0" so the Wisdom requirement is for bonus spells. Otherwise, the ranger gains access at the next level. Each spell level progresses as follows: 0-1-2-2-3-3-3-4. Four spells per spell level is the max for the ranger, unless he has bonus spells. At 20th level, rangers have 4 spells per spell level. In case anyone is curious, I also use this progression for the Paladin. Game Rule Information Same as PHB: Abilities, Alignment, Hit Die, BAB, Saving Throws, Class Skills, Spells (except as noted below), Track, Table 3-14: Ranger Favored Enemies. Weapon and Armor Proficiency: Same as the PHB, except the ambidexterity and two-weapon fighting in light or no armor “virtual feats” are dropped. They will be replaced by one bonus feat at second level, an expanded spell list, and a better spell progression. Favored Enemy: Same as the PHB, except rangers may choose their own race as a favored enemy without being evil. Bonus Feat: At 2nd level rangers gain a bonus feat. New Feats: Rangers may choose Favored Enemy Strike and Favored Enemy Critical Strike found in Monte Cook’s “The Ranger Revisited.” Special Ability: Starting at 7th level and every three levels thereafter rangers gain a special ability from the following list: Smite Favored Enemy – 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. Improved Favored Enemy – Add a +1 bonus to all favored enemies. Uncanny Dodge (dex bonus to AC) – As the barbarian ability in the PHB. Uncanny Dodge (cannot be flanked) – As the barbarian ability in the PHB. Skill Boost – The ranger gains a feat that helps his skills. He must choose from the following list: Alertness, Athletic, Endurance, Forester, Greater Skill Focus, Skill Focus, Stealthy, and Survivor. (Note: the Skill Focus feat increases a skill by +3, not +2. Likewise Greater Skill Focus gives a non-stackable +5 bonus. This is an official house rule.) Skill Mastery – As the rogue ability in the PHB. Spell List: 1 – Alarm, Animal Friendship, Camouflage*, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Exacting Shot*, Expeditious Retreat*, Hunter’s Mercy*, Low Light Vision*, Magic Fang, Pass Without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature’s Ally I, Surefoot* 2 – Animal Messenger, Barkskin*, Blight Enemies*, Briar Web*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, One with the Land*, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature’s Ally II 3 – Blade Thirst*, Control Plants, Cure Moderate Wounds, Diminish Plants, Easy Climb*, Greater Magic Fang, Heal Animal Companion*, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Tree Shape, Water Walk, Wild Stealth* 4 – Commune with Nature*, Cure Serious Wounds, Foebane*, Freedom of Movement, Nondetection, Polymorph Self, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns*, Windwall, Unite Allies* *New Ranger spells found in the PHB, Monte Cook’s Ranger Revisited, Wizards.com Spellbook, Magic of Faerun, or Defenders of the Faith. Coming soon: new spells from Master’s of the Wild. Any comments? [/QUOTE]
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