Tarin Greenflame
First Post
Preface:
Many people have varying views of the ranger. Many interpretations have been presented in novels, movies, and legends. In addition, the ranger has had many fallacies in implementation as a class: stealth, but with no benefit to being stealthy as a rogue does. Magic, but magic that is not often useful at the level attained. Bonuses to combat, but only against certain ‘favored enemies’, which may or may not even be encountered.
This revision attempts to resolve or at least offer a fix for those problems. This version is somewhat similar to the Monte Cook revision, except that the ranger is more customizable now. Some spells have been added to the ranger’s arsenal, some from 2nd edition ranger spell lists that for some reason didn’t make it to 3E, and some put in that fit the class itself well, and have usefulness even at higher levels. Also, players are allowed to more effectively tailor fit their ranger. Rangers can now pick from a pool of minor special abilities, opposed to having to take on favored enemies. In addition to gaining bonus feats as they level rather than having to take the dual wield style of the original PHB ranger, this class can’t get much more customizable. Included in this ability pool is a new ‘critical strike’ ability, similar to a rogue’s sneak attack. This ability may be taken, in order to give the ranger a real reason to use the stealth aspect of the class. To aid the use of that ability, and to reflect the roguish influence on the ranger, bluff is now a class skill of the ranger.
This added customization allows for the player to fit their vision of how the ranger should be, rather than the ranger going by one set vision or style. The ranger may now be more of a woodsman, scout, skirmisher, hunter, stalker, marksman, Drizzt clone, or what have you. The options are there. In addition, there are a few restrictions brought on for the added class skill, customization and spells. These restrictions are both in for slight balance tweaking, and really they make sense for the class.
Level BAB Fort Ref Will Special
1. +1. +2 +2 +0 Track, Special Ability
2. +2. +3 +3 +0 Bonus Feat
3. +3. +3 +3 +1
4. +4. +4 +4 +1 Spells
5. +5. +4 +4 +1 Special Ability
6. +6/+1. +5 +5 +2
7. +7/+2. +5 +5 +2
8. +8/+3. +6 +6 +2 Bonus Feat
9. +9/+4. +6 +6 +3
10 +10/+5. +7 +7 +3 Special Ability
11 +11/+6/+1. +7 +7 +3
12 +12/+7/+2. +8 +8 +4
13 +13/+8/+3. +8 +8 +4
14 +14/+9/+4. +9 +9 +4 Bonus Feat
15 +15/+10/+5. +9 +9 +5 Special Ability
16 +16/+11/+6/+1. +10 +10 +5
17 +17/+12/+7/+2. +10 +10 +5
18 +18/+13/+8/+3. +11 +11 +6
19 +19/+13/+9/+4. +11 +11 +6 Bonus Feat
20 +20/+14/+10/+5. +12 +12 +6 Special Ability
Race: Any
Religion: Any nature related, or race specific
Alignment: Any non-lawful. This has been altered, due to the ways of the ranger, staying aloof and wary of the ways of civilization, and their duty to keep such civilization from expanding into nature too quickly. This also makes the conception of paladins and rangers fighting for the same goals but not always understanding or agreeing with each other make more sense.
Restrictions: Nature affinity: use of deadly methods only as a last resort vs. plant/ animal life held sacred by the ranger’s deity is required. In addition, a ranger, whether good or evil, will fight to the death or by any other means necessary in order to keep any place of natural prominence that their god favors (especially those magical and/or sacred, such as a 500 year old tree, a unicorn’s habitat…as for evil races, goblin rangers protecting worgs, Drow protecting spider-spawn, etc) from being destroyed outright. An example would be loggers over-clearing a forest, and a ranger of a nature god that finds out is inclined to intervene. Rangers may allow slow, regulated and/or controlled incursions into nature, however. If a ranger breaks this code, the ranger loses some or all special abilities, including spells, until it’s crimes are atoned for. Some crimes cannot be atoned for. Bonus feats are retained even if all special abilities are lost. Rangers who become lawful or change their deity to one not allowed normally by rangers lose their spell casting ability. If they break the code after becoming lawful, all other ranger special abilities are lost, as they have severed their last ties to nature.
Hit die: d8
Class skills: All from PHB + bluff
Skills per level: 1st lv: (6+ Int. modifier) x 4. Each additional level: 6 + Int. modifier.
Weapon/armor proficiency: All simple/martial weapons, all light/medium armors. Not proficient with shields.
BAB: As PHB
Saves: Fortitude and Reflex as main saves.
Spell progression: As Monte Cook revision (1st lv spells at 4th, 2nd at 7th, 3rd at 10th, 4th at 13th).
Spells: Same as PHB with the exceptions of the additions of Obscuring mist & true strike at 1st, bark skin & summon swarm at 2nd, Spike growth & keen weapon at 3rd, and Spike stones at 4th. Also see spell progression.
Tracking: Rangers gain track as a bonus feat at 1st level.
Bonus feats: Rangers gain bonus feats at 2nd, 8th, 14th, and 19th. Rangers may select these feats from the following: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Favored Enemy Critical Strike, Favored Enemy Strike, Mounted Combat, Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Quick Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse, and Weapon Focus.
The same prerequisites and rules that normal feats follow apply to the bonus feats.
Special abilities: Rangers gain a special ability at 1st lv, and gain an additional ability every 5 lvs.
The special abilities are as follows:
Movement rate +10ft as barbarian*
Uncanny dodge (dex bonus to AC)
Prerequisite: At least 1 movement rate increase
Uncanny dodge (cannot be flanked)
Prerequisite: Uncanny dodge, dex bonus to AC
Evasion
Prerequisite: At least 1 movement rate increase
Nature sense
Woodland stride
Prerequisite: Nature sense
Trackless step
Prerequisite: Woodland stride
One favored enemy* (rules as PHB),
Quarry bonus +1*
Critical strike +1*
A bonus feat from the same pool as the other bonus feats**
*- This ability can be taken more than once. It’s effects stack.
**- This ability can be taken more than once, but all stacking and prerequisite rules for feats still apply.
Special: Critical strike- akin to sneak attack, this ranger only ability can be used whenever a character would be able to attempt one (target is being flanked, target is deprived of dex bonus to AC, etc.). When this ability is used, the first attack made against that opponent will have it’s critical threat range increased by the amount of critical strike abilities taken. This ability can be used up to once per enemy per round. So, if 2 opponents were caught flat-footed, the ranger could attack each enemy (if able) and apply the bonus on the first attacks made against each enemy. This ability can be used with ranged weapons within 30ft.
Special: Quarry bonus- The ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry.
Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up.
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Hopefully, this class can fit the vision of the ranger for whoever plays it. Lemme know what you think of the class, and if it needs any more tweaking, though after running it through the D&D class calculator (TM) and posting this on the Monte Cook forums, the class seems pretty balanced. Also, if anyone feels the ranger code could use better wording, or has more ideas on what should/shouldn't be in the pool for special abilities (familiar terrain comes to mind, though I have never really experimented with or thought of using it much myself), spells which should/shouldn't be in the ranger spell list, or anything else for that matter, post em here, please.
Many people have varying views of the ranger. Many interpretations have been presented in novels, movies, and legends. In addition, the ranger has had many fallacies in implementation as a class: stealth, but with no benefit to being stealthy as a rogue does. Magic, but magic that is not often useful at the level attained. Bonuses to combat, but only against certain ‘favored enemies’, which may or may not even be encountered.
This revision attempts to resolve or at least offer a fix for those problems. This version is somewhat similar to the Monte Cook revision, except that the ranger is more customizable now. Some spells have been added to the ranger’s arsenal, some from 2nd edition ranger spell lists that for some reason didn’t make it to 3E, and some put in that fit the class itself well, and have usefulness even at higher levels. Also, players are allowed to more effectively tailor fit their ranger. Rangers can now pick from a pool of minor special abilities, opposed to having to take on favored enemies. In addition to gaining bonus feats as they level rather than having to take the dual wield style of the original PHB ranger, this class can’t get much more customizable. Included in this ability pool is a new ‘critical strike’ ability, similar to a rogue’s sneak attack. This ability may be taken, in order to give the ranger a real reason to use the stealth aspect of the class. To aid the use of that ability, and to reflect the roguish influence on the ranger, bluff is now a class skill of the ranger.
This added customization allows for the player to fit their vision of how the ranger should be, rather than the ranger going by one set vision or style. The ranger may now be more of a woodsman, scout, skirmisher, hunter, stalker, marksman, Drizzt clone, or what have you. The options are there. In addition, there are a few restrictions brought on for the added class skill, customization and spells. These restrictions are both in for slight balance tweaking, and really they make sense for the class.
Level BAB Fort Ref Will Special
1. +1. +2 +2 +0 Track, Special Ability
2. +2. +3 +3 +0 Bonus Feat
3. +3. +3 +3 +1
4. +4. +4 +4 +1 Spells
5. +5. +4 +4 +1 Special Ability
6. +6/+1. +5 +5 +2
7. +7/+2. +5 +5 +2
8. +8/+3. +6 +6 +2 Bonus Feat
9. +9/+4. +6 +6 +3
10 +10/+5. +7 +7 +3 Special Ability
11 +11/+6/+1. +7 +7 +3
12 +12/+7/+2. +8 +8 +4
13 +13/+8/+3. +8 +8 +4
14 +14/+9/+4. +9 +9 +4 Bonus Feat
15 +15/+10/+5. +9 +9 +5 Special Ability
16 +16/+11/+6/+1. +10 +10 +5
17 +17/+12/+7/+2. +10 +10 +5
18 +18/+13/+8/+3. +11 +11 +6
19 +19/+13/+9/+4. +11 +11 +6 Bonus Feat
20 +20/+14/+10/+5. +12 +12 +6 Special Ability
Race: Any
Religion: Any nature related, or race specific
Alignment: Any non-lawful. This has been altered, due to the ways of the ranger, staying aloof and wary of the ways of civilization, and their duty to keep such civilization from expanding into nature too quickly. This also makes the conception of paladins and rangers fighting for the same goals but not always understanding or agreeing with each other make more sense.
Restrictions: Nature affinity: use of deadly methods only as a last resort vs. plant/ animal life held sacred by the ranger’s deity is required. In addition, a ranger, whether good or evil, will fight to the death or by any other means necessary in order to keep any place of natural prominence that their god favors (especially those magical and/or sacred, such as a 500 year old tree, a unicorn’s habitat…as for evil races, goblin rangers protecting worgs, Drow protecting spider-spawn, etc) from being destroyed outright. An example would be loggers over-clearing a forest, and a ranger of a nature god that finds out is inclined to intervene. Rangers may allow slow, regulated and/or controlled incursions into nature, however. If a ranger breaks this code, the ranger loses some or all special abilities, including spells, until it’s crimes are atoned for. Some crimes cannot be atoned for. Bonus feats are retained even if all special abilities are lost. Rangers who become lawful or change their deity to one not allowed normally by rangers lose their spell casting ability. If they break the code after becoming lawful, all other ranger special abilities are lost, as they have severed their last ties to nature.
Hit die: d8
Class skills: All from PHB + bluff
Skills per level: 1st lv: (6+ Int. modifier) x 4. Each additional level: 6 + Int. modifier.
Weapon/armor proficiency: All simple/martial weapons, all light/medium armors. Not proficient with shields.
BAB: As PHB
Saves: Fortitude and Reflex as main saves.
Spell progression: As Monte Cook revision (1st lv spells at 4th, 2nd at 7th, 3rd at 10th, 4th at 13th).
Spells: Same as PHB with the exceptions of the additions of Obscuring mist & true strike at 1st, bark skin & summon swarm at 2nd, Spike growth & keen weapon at 3rd, and Spike stones at 4th. Also see spell progression.
Tracking: Rangers gain track as a bonus feat at 1st level.
Bonus feats: Rangers gain bonus feats at 2nd, 8th, 14th, and 19th. Rangers may select these feats from the following: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Favored Enemy Critical Strike, Favored Enemy Strike, Mounted Combat, Mounted Archery, Trample, Ride-By Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Quick Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse, and Weapon Focus.
The same prerequisites and rules that normal feats follow apply to the bonus feats.
Special abilities: Rangers gain a special ability at 1st lv, and gain an additional ability every 5 lvs.
The special abilities are as follows:
Movement rate +10ft as barbarian*
Uncanny dodge (dex bonus to AC)
Prerequisite: At least 1 movement rate increase
Uncanny dodge (cannot be flanked)
Prerequisite: Uncanny dodge, dex bonus to AC
Evasion
Prerequisite: At least 1 movement rate increase
Nature sense
Woodland stride
Prerequisite: Nature sense
Trackless step
Prerequisite: Woodland stride
One favored enemy* (rules as PHB),
Quarry bonus +1*
Critical strike +1*
A bonus feat from the same pool as the other bonus feats**
*- This ability can be taken more than once. It’s effects stack.
**- This ability can be taken more than once, but all stacking and prerequisite rules for feats still apply.
Special: Critical strike- akin to sneak attack, this ranger only ability can be used whenever a character would be able to attempt one (target is being flanked, target is deprived of dex bonus to AC, etc.). When this ability is used, the first attack made against that opponent will have it’s critical threat range increased by the amount of critical strike abilities taken. This ability can be used up to once per enemy per round. So, if 2 opponents were caught flat-footed, the ranger could attack each enemy (if able) and apply the bonus on the first attacks made against each enemy. This ability can be used with ranged weapons within 30ft.
Special: Quarry bonus- The ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry.
Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up.
---------------------------------------
Hopefully, this class can fit the vision of the ranger for whoever plays it. Lemme know what you think of the class, and if it needs any more tweaking, though after running it through the D&D class calculator (TM) and posting this on the Monte Cook forums, the class seems pretty balanced. Also, if anyone feels the ranger code could use better wording, or has more ideas on what should/shouldn't be in the pool for special abilities (familiar terrain comes to mind, though I have never really experimented with or thought of using it much myself), spells which should/shouldn't be in the ranger spell list, or anything else for that matter, post em here, please.
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