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Removing Rangers
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<blockquote data-quote="Afrodyte" data-source="post: 852534" data-attributes="member: 8713"><p>seasong> The only problem with using Expert as is the lack of class abilities. While access to one or two exclusive class skills is OK, if you want a scout or wilderness survivalist, those ten skills will need to be carefully chosen, and those exclusive class skills (save Animal Empathy) are not likely to make the cut. </p><p></p><p>However, I have created a Ranger variant that is more like the Rogue, and this may or may not fit into your campaign, depending on what you want from the class. I made it to replace the PHB Ranger because I found that the things I wanted from a Rogue variant would be too different to really call it that. Here is what I have so far:</p><p></p><p>Ranger</p><p></p><p>BAB: as Rogue</p><p></p><p>HD: d8</p><p></p><p>Saves: as Rogue</p><p></p><p>Armor and weapon proficiencies: All simple and martial weapons, plus net. (Why net? Good for trapping all kinds of animals.) Light and hide armor, no shields. Armor Check penalty rules still apply.</p><p></p><p>Class skills: Animal Empathy, Climb, Craft, Handle Animal, Intuit Direction, Jump, Knowledge (nature), Observe (Listen and Spot combined), Profession, Ride, Search, Stealth (Hide and Move Silently combined), Swim, Wilderness Lore.</p><p></p><p>Skills at 1st level: (6 + INT modifier) x 4. If using Observe and Stealth instead of Listen, Spot, Hide, and Move Silently, the Ranger only gets (4 + INT modifier) x 4 skill ranks.</p><p></p><p>Skills at each additional level: 6 + INT modifier. If using Observe and Stealth instead of Listen, Spot, Hide, and Move Silently, the Ranger only gets 4 + INT modifier ranks.</p><p></p><p>Class abilities progress as a Rogue's.</p><p></p><p>Sneak Attack, Evasion, and Uncanny Dodge work as the PHB. In addition, the Ranger gets the Track feat for free at first level. For the purpose of determining Sneak Attack damage with a multiclass RGR/ROG, apply the total Ranger and Rogue levels to determine Sneak Attack Damage. Thus, a RGR 1/ROG 1 only gets Sneak Attack +1d6. However, a RGR 2/ROG 3 gets Sneak Attack +3d6, just like a 5th level Ranger or Rogue. A RGR 1/ROG 4/FTR 3 also gets Sneak Attack +3d6 because the sum of Ranger and Rogue levels is still 5.</p><p></p><p>Special abilities: </p><p></p><p>Favored Terrain. In your chosen environment, your knowledge and skill are unmatched. Choose a type of terrain (Forest, Jungle, Mountains, Plains, Arctic, Desert, Marsh, Aquatic, etc). Within that terrain, you have the Nature Sense and Woodland Stride abilities, which work just as they do for the Druid. In addition, you can track up to your normal speed before incurring penalties. Each time you take this ability, it applies to a new terrain.</p><p></p><p>Favored Enemy. You are adept at exploiting the weaknesses and neutralizing the strengths of a certain type of creature. When fighting this type of creature, you gain a +5 competence bonus to distribute amongst attacks and damage. If you have the Weapon focus feat, the weapon of choice acts as a bane against your favored enemy (+2 enhancement bonus to attacks, +2d6 damage). This does not stack with weapons that have similar abilities (such as already being a bane weapon). Each time you take this, it applies to a new enemy.</p><p></p><p>Awareness. Through training and experience, you become preternaturally alert and aware of your surroundings, and are thus able to resopnd to a threat even before your reflexes have a chance to respond. You can apply your Wisdom bonus to your Armor Class.</p><p></p><p>Crippling Strike, Improved Evasion, Skill Mastery, and Feat work as described for the PHB Rogue.</p><p></p><p>Multiclassing: A desirable option for Rangers who want to combine the abilities of more than one class. Druids give spells that are ideal for wilderness adventuring, but they have restrictions which must be adhered to in order to gain the benefits. Rogues give more skills and skill ranks, but you sacrifice gaining special abilities due to the overlap between the two classes (which usually don't stack). Fighters give fewer skills (most of which overlap with the Ranger's) but grant more feats. The arcane abilities of Wizards and Sorcerers can augment the abilities of the Ranger and grant a boose to Will saves, but the trade-off is in HD, BAB, and Fortitude and Reflex saves.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 852534, member: 8713"] seasong> The only problem with using Expert as is the lack of class abilities. While access to one or two exclusive class skills is OK, if you want a scout or wilderness survivalist, those ten skills will need to be carefully chosen, and those exclusive class skills (save Animal Empathy) are not likely to make the cut. However, I have created a Ranger variant that is more like the Rogue, and this may or may not fit into your campaign, depending on what you want from the class. I made it to replace the PHB Ranger because I found that the things I wanted from a Rogue variant would be too different to really call it that. Here is what I have so far: Ranger BAB: as Rogue HD: d8 Saves: as Rogue Armor and weapon proficiencies: All simple and martial weapons, plus net. (Why net? Good for trapping all kinds of animals.) Light and hide armor, no shields. Armor Check penalty rules still apply. Class skills: Animal Empathy, Climb, Craft, Handle Animal, Intuit Direction, Jump, Knowledge (nature), Observe (Listen and Spot combined), Profession, Ride, Search, Stealth (Hide and Move Silently combined), Swim, Wilderness Lore. Skills at 1st level: (6 + INT modifier) x 4. If using Observe and Stealth instead of Listen, Spot, Hide, and Move Silently, the Ranger only gets (4 + INT modifier) x 4 skill ranks. Skills at each additional level: 6 + INT modifier. If using Observe and Stealth instead of Listen, Spot, Hide, and Move Silently, the Ranger only gets 4 + INT modifier ranks. Class abilities progress as a Rogue's. Sneak Attack, Evasion, and Uncanny Dodge work as the PHB. In addition, the Ranger gets the Track feat for free at first level. For the purpose of determining Sneak Attack damage with a multiclass RGR/ROG, apply the total Ranger and Rogue levels to determine Sneak Attack Damage. Thus, a RGR 1/ROG 1 only gets Sneak Attack +1d6. However, a RGR 2/ROG 3 gets Sneak Attack +3d6, just like a 5th level Ranger or Rogue. A RGR 1/ROG 4/FTR 3 also gets Sneak Attack +3d6 because the sum of Ranger and Rogue levels is still 5. Special abilities: Favored Terrain. In your chosen environment, your knowledge and skill are unmatched. Choose a type of terrain (Forest, Jungle, Mountains, Plains, Arctic, Desert, Marsh, Aquatic, etc). Within that terrain, you have the Nature Sense and Woodland Stride abilities, which work just as they do for the Druid. In addition, you can track up to your normal speed before incurring penalties. Each time you take this ability, it applies to a new terrain. Favored Enemy. You are adept at exploiting the weaknesses and neutralizing the strengths of a certain type of creature. When fighting this type of creature, you gain a +5 competence bonus to distribute amongst attacks and damage. If you have the Weapon focus feat, the weapon of choice acts as a bane against your favored enemy (+2 enhancement bonus to attacks, +2d6 damage). This does not stack with weapons that have similar abilities (such as already being a bane weapon). Each time you take this, it applies to a new enemy. Awareness. Through training and experience, you become preternaturally alert and aware of your surroundings, and are thus able to resopnd to a threat even before your reflexes have a chance to respond. You can apply your Wisdom bonus to your Armor Class. Crippling Strike, Improved Evasion, Skill Mastery, and Feat work as described for the PHB Rogue. Multiclassing: A desirable option for Rangers who want to combine the abilities of more than one class. Druids give spells that are ideal for wilderness adventuring, but they have restrictions which must be adhered to in order to gain the benefits. Rogues give more skills and skill ranks, but you sacrifice gaining special abilities due to the overlap between the two classes (which usually don't stack). Fighters give fewer skills (most of which overlap with the Ranger's) but grant more feats. The arcane abilities of Wizards and Sorcerers can augment the abilities of the Ranger and grant a boose to Will saves, but the trade-off is in HD, BAB, and Fortitude and Reflex saves. [/QUOTE]
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