If anyone remembers from last time, I was very much in the special abilities against bonus feats camp. Well, I've been converted and with some other ideas I've thought of, I created another new ranger. Just some notes on the changes:
1) I changed favored enemy to a wisdom bonus. This way the order of choosing them doesn't matter, and you always get a decent bonus. I also added a choose, so favored enemy works for undead, constructs, etc.
2) Favored Terrain is back, but different. I made it more like uncanny dodge, its power grows as you get higher in levels. I think I need some more terrain types however.
3) No more animal companions or spells. I tried to get rid of the last little bit of druidness in the ranger.
4) Bonus Feats. Besides a few general ones, there are several new ranger only feats at the bottom that go with this package, many of which improve on your favored enemies.
5) I lowered hp to a d8, and gave him the reflex save. If anyone wants to scream overpowered, then start with taking out the reflex save, I wouldn't have a problem dropping it if need be.
Hit Dice: d8
Saves: Good Fort, Reflex
Skills: The same
Favored Enemies: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. When choosing a favored enemy pick whether you want to study offense or defense. Picking offense allows you to apply your wisdom bonus to spot, listen, sense motive, bluff, wilderness lore, and damage against the favored enemy. Defense gives you your wisdom bonus to hide, move silently, wilderness lore, and as a dodge bonus to your AC. The choice cannot be changed. At 5th level, and every 5 levels after you select a new favored enemy and whether to study offense or defense against it.
Specialization: When a ranger can choose a new favored enemy, he may instead choose to specialize in a previous favored enemy. Against a specialized enemy, the ranger may apply 1.5 times his wisdom bonus. Every time a ranger specializes in the same enemy, he gains an additional x.5 to the wisdom bonus.
Ex. Aragorn has a 16 wisdom or +3 and takes orcs as his first favored enemy. At 5th level, he specializes in orcs, so now has a bonus of 3 x1.5 or 4. At 10th level, he gets 3 x2 or 6. At 15th, 3x2.5 or 7. And finally, at twentieth level, 3x3 for a 9 bonus to orcs.
Track: At 1st level, the ranger gains track as a bonus feat.
Favored Terrain: At 2nd level, and every 4 levels after, the ranger may choose a terrain type that he attunes himself with. Choose a terrain from the following: Arctic, Desert, Plains, Forest, Jungle, Mountains, Swamp, Underground. The ranger gets special abilities when in these areas that include:
Morale: At 2nd level, the ranger becomes physically and spirtitually attuned to his environment. Whenever in his favored terrain, the Ranger enjoys a +1 morale bonus to any skill check.
Perception: At 6th level, the ranger’s eyesight within his favored terrain has grown keen and sharp. He has double the normal vision while in his favored terrain. For someone with low-light, that equates to three times normal vision. This ability does not increase darkvision range.
Stealth: At 10th level, the ranger has grown well adapted in hiding himself. When using the concealment of his favored terrain, he gains an additional 20% miss chance on top of that provided by the concealment. This increase cannot increase the total miss chance past 50%.
Tremorsense: At 14th, the ranger has learned how to track his prey by the vibrations of the ground in his favored terrain. The ranger must put his ear to the ground and concentrate for 3 rounds and then make a wilderness lore check. A base DC of 28 will locate two groundwalking creatures within 1000 ft plus 2 more for every 3 more rounds of concentration. This ability cannot work if a wall or barrier completely separates the ranger and the subject. A base DC of 30 will tell you the direction each creature is moving or if they are standing still. A base DC of 35 will tell you the speed of the creatures as well as what type of creature they are. The ranger must have encountered the creature before to identify it. The DC is modified by the following chart.
Every Three Creatures in a group -1
Fine Size +8
Diminutive +4
Tiny +2
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Favored Enemy -2
Is not moving +4
Soft Ground (mud) +4
Hard Ground (rock) -4
Note: Dcs of 35 or higher can only be attempted if the creatures are favored enemies.
Call to Nature: At 18th level, the ranger is so attuned with his world, that his world will come to aid him in times of need. Once per week, the ranger may make the call in his favored terrain. Within 2d6 rounds, a creature will appear. This ability is exactly like the spell Summon Nature’s Ally VIII except that you can only summon creatures native to that terrain, and that the creature will remain for one hour or until killed.
Bonus Feats: Starting at 4nd level, and every 4 levels after, the ranger gains a bonus feat. The bonus feats must be selected from the following list:
Alertness, Woodsman Perception, Blindfight, Mounted Combat (Ride by Attack, Trample, Mounted Archery), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus, TWF, Ambidexteriy, Improved TWF, any Toughness feats, and all Favored Enemy feats.
Woodsman Perception
Time in the woods has sharpened your senses.
Prereqs: Alertness, Ranger 1+
Benefit: You gain +2 to spot and listen which stacks with the bonus from alertness.
Ambush [Favored Enemy]
Your surprise upon the enemy leaves them vulnerable.
Prereqs: Ranger 3+
Benefit: If you catch one of your favorite enemies flat footed, your first attack against them gains your wisdom bonus to the attack, doubled your crit range, and increases your crit threat by 1. Ranged weapons only work within 30 feet of the enemy.
Exploitation [Favored Enemy]
You can find the weaknesses in your enemies.
Pre: Ranger 5+
Benefit: Select one your favored enemies. Your critical threat range is doubled against that type of creature. This will stack with the improved critical feat and keen weapons.
Special: This feat can be taken multiple times, its effects do not stack. Every time you take this feat, pick a new favored enemy that it applies to.
Merciless [Favored Enemy]
You hit your enemies hard and relentlessly
Pre: Ranger 1+, Power Attack
Benefit: Pick a favored enemy. Your critical threat multiplier is increased by one when attacking that kind of creature.
Special: This feat can be taken multiple times. Its effects do not stack. Whenever taking this feat, pick a new favored enemy to apply it to.
Favored Enemy Intution [Favored Enemy]
You know where your enemies will strike
Prereqs: Wis 13+, Dex 13+, Ranger 5+, Dodge.
Benefit: Against attacks made by your favored enemies, you have a 10% miss chance that stacks with other miss chances.
Practiced Accuracy [Favored Enemy]
Your experience allows you to recover even on missed attacks.
Prereqs: Wis 13+, Ranger 9+
Benefit: Choose a favored enemy. Against that favored enemy, you gain a 10% hit chance. Whenever you miss, you have a 10% chance to turn it into a hit.
Special: This feat can be taken multiple times. Its effects do not stack. Every time this feat is taken, pick a new favored enemy to apply it to.
Favored Enemy Vulnerability [Favored Enemy]
Your enemies reveal all weaknesses.
Prereqs: Wis 13+, Dex 13+, Combat Reflexes, Ranger 10+
Benefit: You are not limited to one AOO per opponent per round when the opponent is a favored enemy. The limit from combat reflexes still applies.
Tactics [Favored Enemy]
You outthink your enemies in advanced combat.
Prereqs: Ranger 3+, Expertise
You can apply your wisdom bonus to disarm and trip rolls as well as grapple checks when fighting a favored enemy.
Special: This bonus also applies when being disarmed or tripped.
Infiltrator [Favored Enemy]
To beat them....you become them.
Prerequs: Humanoid Favored Enemy
Benefit: You gain a +10 bonus to your disguise checks when disguised as a humanoid favored enemy.
Fearful Strike [Favored Enemy]
Your blows deal damage to an enemy's morale.
Prereqs: Ranger 5+, Intimidate 5 ranks.
Benefit: When striking a favored enemy, the enemy is entitled to a Will Save (DC = 10+ 1/2 the ranger’s level) or be shaken for 5 rounds.
Special: If a creature passes its save, the ability cannot be used against that enemy for one day.
1st Track, 1st Favored Enemy
2nd 1st Favored Terrain (Morale)
3rd
4th Bonus Feat
5th 2nd Favored Enemy
6th 2nd Favored Terrain (Perception)
7th
8th Bonus Feat
9th
10th 3rd Favored Enemy, 3rd Favored Terrain (Stealth)
11th
12th Bonus Feat
13th
14th 4th Favored Terrain (Tremorsense)
15th 4th Favored Enemy
16th Bonus Feat
17th
18th 5th Favored Terrain (Call to Nature)
19th
20th 5th Favored Enemy, Bonus Feat
1) I changed favored enemy to a wisdom bonus. This way the order of choosing them doesn't matter, and you always get a decent bonus. I also added a choose, so favored enemy works for undead, constructs, etc.
2) Favored Terrain is back, but different. I made it more like uncanny dodge, its power grows as you get higher in levels. I think I need some more terrain types however.
3) No more animal companions or spells. I tried to get rid of the last little bit of druidness in the ranger.
4) Bonus Feats. Besides a few general ones, there are several new ranger only feats at the bottom that go with this package, many of which improve on your favored enemies.
5) I lowered hp to a d8, and gave him the reflex save. If anyone wants to scream overpowered, then start with taking out the reflex save, I wouldn't have a problem dropping it if need be.
Hit Dice: d8
Saves: Good Fort, Reflex
Skills: The same
Favored Enemies: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. When choosing a favored enemy pick whether you want to study offense or defense. Picking offense allows you to apply your wisdom bonus to spot, listen, sense motive, bluff, wilderness lore, and damage against the favored enemy. Defense gives you your wisdom bonus to hide, move silently, wilderness lore, and as a dodge bonus to your AC. The choice cannot be changed. At 5th level, and every 5 levels after you select a new favored enemy and whether to study offense or defense against it.
Specialization: When a ranger can choose a new favored enemy, he may instead choose to specialize in a previous favored enemy. Against a specialized enemy, the ranger may apply 1.5 times his wisdom bonus. Every time a ranger specializes in the same enemy, he gains an additional x.5 to the wisdom bonus.
Ex. Aragorn has a 16 wisdom or +3 and takes orcs as his first favored enemy. At 5th level, he specializes in orcs, so now has a bonus of 3 x1.5 or 4. At 10th level, he gets 3 x2 or 6. At 15th, 3x2.5 or 7. And finally, at twentieth level, 3x3 for a 9 bonus to orcs.
Track: At 1st level, the ranger gains track as a bonus feat.
Favored Terrain: At 2nd level, and every 4 levels after, the ranger may choose a terrain type that he attunes himself with. Choose a terrain from the following: Arctic, Desert, Plains, Forest, Jungle, Mountains, Swamp, Underground. The ranger gets special abilities when in these areas that include:
Morale: At 2nd level, the ranger becomes physically and spirtitually attuned to his environment. Whenever in his favored terrain, the Ranger enjoys a +1 morale bonus to any skill check.
Perception: At 6th level, the ranger’s eyesight within his favored terrain has grown keen and sharp. He has double the normal vision while in his favored terrain. For someone with low-light, that equates to three times normal vision. This ability does not increase darkvision range.
Stealth: At 10th level, the ranger has grown well adapted in hiding himself. When using the concealment of his favored terrain, he gains an additional 20% miss chance on top of that provided by the concealment. This increase cannot increase the total miss chance past 50%.
Tremorsense: At 14th, the ranger has learned how to track his prey by the vibrations of the ground in his favored terrain. The ranger must put his ear to the ground and concentrate for 3 rounds and then make a wilderness lore check. A base DC of 28 will locate two groundwalking creatures within 1000 ft plus 2 more for every 3 more rounds of concentration. This ability cannot work if a wall or barrier completely separates the ranger and the subject. A base DC of 30 will tell you the direction each creature is moving or if they are standing still. A base DC of 35 will tell you the speed of the creatures as well as what type of creature they are. The ranger must have encountered the creature before to identify it. The DC is modified by the following chart.
Every Three Creatures in a group -1
Fine Size +8
Diminutive +4
Tiny +2
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Favored Enemy -2
Is not moving +4
Soft Ground (mud) +4
Hard Ground (rock) -4
Note: Dcs of 35 or higher can only be attempted if the creatures are favored enemies.
Call to Nature: At 18th level, the ranger is so attuned with his world, that his world will come to aid him in times of need. Once per week, the ranger may make the call in his favored terrain. Within 2d6 rounds, a creature will appear. This ability is exactly like the spell Summon Nature’s Ally VIII except that you can only summon creatures native to that terrain, and that the creature will remain for one hour or until killed.
Bonus Feats: Starting at 4nd level, and every 4 levels after, the ranger gains a bonus feat. The bonus feats must be selected from the following list:
Alertness, Woodsman Perception, Blindfight, Mounted Combat (Ride by Attack, Trample, Mounted Archery), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus, TWF, Ambidexteriy, Improved TWF, any Toughness feats, and all Favored Enemy feats.
Woodsman Perception
Time in the woods has sharpened your senses.
Prereqs: Alertness, Ranger 1+
Benefit: You gain +2 to spot and listen which stacks with the bonus from alertness.
Ambush [Favored Enemy]
Your surprise upon the enemy leaves them vulnerable.
Prereqs: Ranger 3+
Benefit: If you catch one of your favorite enemies flat footed, your first attack against them gains your wisdom bonus to the attack, doubled your crit range, and increases your crit threat by 1. Ranged weapons only work within 30 feet of the enemy.
Exploitation [Favored Enemy]
You can find the weaknesses in your enemies.
Pre: Ranger 5+
Benefit: Select one your favored enemies. Your critical threat range is doubled against that type of creature. This will stack with the improved critical feat and keen weapons.
Special: This feat can be taken multiple times, its effects do not stack. Every time you take this feat, pick a new favored enemy that it applies to.
Merciless [Favored Enemy]
You hit your enemies hard and relentlessly
Pre: Ranger 1+, Power Attack
Benefit: Pick a favored enemy. Your critical threat multiplier is increased by one when attacking that kind of creature.
Special: This feat can be taken multiple times. Its effects do not stack. Whenever taking this feat, pick a new favored enemy to apply it to.
Favored Enemy Intution [Favored Enemy]
You know where your enemies will strike
Prereqs: Wis 13+, Dex 13+, Ranger 5+, Dodge.
Benefit: Against attacks made by your favored enemies, you have a 10% miss chance that stacks with other miss chances.
Practiced Accuracy [Favored Enemy]
Your experience allows you to recover even on missed attacks.
Prereqs: Wis 13+, Ranger 9+
Benefit: Choose a favored enemy. Against that favored enemy, you gain a 10% hit chance. Whenever you miss, you have a 10% chance to turn it into a hit.
Special: This feat can be taken multiple times. Its effects do not stack. Every time this feat is taken, pick a new favored enemy to apply it to.
Favored Enemy Vulnerability [Favored Enemy]
Your enemies reveal all weaknesses.
Prereqs: Wis 13+, Dex 13+, Combat Reflexes, Ranger 10+
Benefit: You are not limited to one AOO per opponent per round when the opponent is a favored enemy. The limit from combat reflexes still applies.
Tactics [Favored Enemy]
You outthink your enemies in advanced combat.
Prereqs: Ranger 3+, Expertise
You can apply your wisdom bonus to disarm and trip rolls as well as grapple checks when fighting a favored enemy.
Special: This bonus also applies when being disarmed or tripped.
Infiltrator [Favored Enemy]
To beat them....you become them.
Prerequs: Humanoid Favored Enemy
Benefit: You gain a +10 bonus to your disguise checks when disguised as a humanoid favored enemy.
Fearful Strike [Favored Enemy]
Your blows deal damage to an enemy's morale.
Prereqs: Ranger 5+, Intimidate 5 ranks.
Benefit: When striking a favored enemy, the enemy is entitled to a Will Save (DC = 10+ 1/2 the ranger’s level) or be shaken for 5 rounds.
Special: If a creature passes its save, the ability cannot be used against that enemy for one day.
1st Track, 1st Favored Enemy
2nd 1st Favored Terrain (Morale)
3rd
4th Bonus Feat
5th 2nd Favored Enemy
6th 2nd Favored Terrain (Perception)
7th
8th Bonus Feat
9th
10th 3rd Favored Enemy, 3rd Favored Terrain (Stealth)
11th
12th Bonus Feat
13th
14th 4th Favored Terrain (Tremorsense)
15th 4th Favored Enemy
16th Bonus Feat
17th
18th 5th Favored Terrain (Call to Nature)
19th
20th 5th Favored Enemy, Bonus Feat