Unorthodox Rangers

TheLe

First Post
op Quiz: You love Rangers and you love D20, but you don't like the Ranger Class that comes with your handbook. What do you do? What do you do?

Let The Le Games help you solve this dilemma with UNORTHODOX RANGERS! This 20 page pdf contains 5 New Rangers for you to use in any d20 fantasy world. Each Ranger comes with a detailed background and new abilities that will make you say YEAH BABY.

Written by Matt B. Carter (and a beautiful cover by Roger Bush), this book details the following five new Rangers:

-The Beast Master: A fierce Ranger who specializes in unarmed combat.
-The Hunter: A Ranger who is best described as a Ranged Combatant.
-The Outdoorsman: A Ranger whose strength is outdoors.
-The Partisan: A Ranger who is most dangerous when the odds are against him.
-The Trapper: A Ranger focuses on subduing his enemies rather than killing them.

This zip file contains a fully illustrated Landscape PDF for easy online reading, Portrait PDF for low-ink printing (your ink cartridge will be happy), and our standard Rich-Text-Format version so that you can cut/copy/paste to your hearts content!

Still not sure? Well come by and get the Free demo!
 

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I was pretty pleased with the review copy I received of Unorthodox Druids, so I went ahead and shelled out $2 for Unorthodox Rangers. The Unorthodox series has been a series of products presenting five alternate versions of a base class. Unorthodox Druids was fairly good. Let's see how the ranger fairs under similar treatment.

Appearances: We get three different files in the downloaded. There is a landscaped PDF for screen viewing, a portrait PDF for printing, and an RTF file for those who want to edit in a word processor. This variety of formats is a real plus in The Le Game's favor. The cover art is cool in a really rough style sort of way, depicting a green cloaked figure firing an arrow at point blank range into what looks like a skum (a humanoid fish monster). The interior art is clip art and it does its job, though the portrait they use for the Partisan class is butt ugly.

Content: There are five new classes and nothing else in this book. The first thing I notice is that none of these variants on the ranger have spells. I know that a lot of people like the idea of rangers without spells, but I was disappointed that there weren’t any ranger options with spellcasting ability.

* Beast Lord: This concept is fairly common among rangers. It's sort of like a fighter who gives up some feat progression and the ability to wear armor for some animal related abilities, favored enemies, natural AC bonuses and damage reduction, and improved unarmed attack damage. The class seems to balance out okay in the end, but I think it would have been more inspiring if it seemed like they had any special ability regarding the beasts they presumably lord over besides a few petty things. They do at least get the Druid's number of companions rather than having their limit halved like a normal ranger. Over all this class is kind of ho-hum...usable but dull.

* Hunter: Hunters specialize in bringing things down, usually animals but also monsters and intelligent creatures. They can even use their favored enemy ability against their own race without being evil, which makes perfect sense (there's a lot of good reason to make a living hunting ones own race). They're good at finding their opponents weaknesses and exploiting them. There isn't really anything about them that's terribly nature specific...they're basically just killers with the tracking ability. Obviously, they'd make great bounty hunters.

* Outdoorsman: This is a survivalist class, focused on being able to stay alive in the wild. They are fairly uninteresting. They're one of those classes that would be handy to have around but not really much fun to play since their abilities, aside from some defense bonuses, won't come into play much.

* Partisan: These are theoretically guerrilla warriors, taking full advantage of their environment. For something one would expect to be rather formidable, they really feel hobbled. Their abilities feel a little haphazard and one of them is called "Fast Enough for you, old Elf" which is the lamest name for a special ability that I've seen in a long time, which is a shame since it's the most interesting ability the Partisan has (being able to avoid generating an attack of opportunity with a reflex check).

* Trapper: Some people hunt, other's trap. Trappers have some interesting abilities that make them good at taking people alive, but they certainly do seem to give up a lot for them.

In Conclusion - I'm really disappointed in this product. The classes in Unorthodox Druids were really well designed and interesting. The classes in Unorthodox Rangers don't hold a candle to them in terms of quality. The word kludgy comes to mind. All these classes feel like they give up too much for the abilities that they gain, which feel rather haphazard. If you give them the normal ranger spellcasting, a lot (but not all) of the underpowered problem goes away, but it still feels like sloppy design. While not completely worthless, these classes will require too much tinkering to make worthwhile for me to justify giving this product more than two stars.
 

Unorthodox Ranger

The Ranger class is one of the most debated topics in Third Edition. It seems that many people have a different view on what the Ranger class should be. Unorthodox Ranger offers five different version of the Ranger, but it seems they all have certain things in common. For instance all of them have removed the Rangers magical spells and gets as many skill points as the rogue.

Unorthodox Ranger is a PDF by The Le Games. It is one in a series of unorthodox books, each one takes a class and offers five alternate core classes for it. There are no feats, prestige classes, or other options presented in them like some other class books. Unorthodox Rangers arrives in a meg and a half zip file that has four different files in it. The first is the traditional read me text file and then three different version of the actual book.

The cover and the art area little on the rough side and are not that good. The classes themselves are equally bland and not that exciting. There are also no book marks in the PDF.

The first class is the Beast Lord. It is a front loaded class getting great skill points, two good saves, good HD, great base attack, animal companion and other abilities all at first. They get improved unarmed damage like a monk and are defensive abilities. They can not ever learn to wear armor though, but that is not as limiting since there are plenty of other ways to get the defensives of armor without actual armor. Some abilities when they gamin them seem very weak. At 14th they get an improved version of favored enemy, it offers a +3 bonus instead of +2 for instance.

The next class is the Hunter. They do something interesting with it giving it two different base attack progressions depending on which weapon is being used. Melee weapons follow the cleric progression and ranged weapons follow the fighter ones. I can see this could cause problems especially when ranged and melee attacks are used in the same round. They get a few free exotic weapon feats as they gain levels and that seems a bit odd as its not like many people use a double sword to hunt.

The Outdoorsman is next a self proclaimed expert in all things dealing with nature. The class seems the weakest of the five not even getting the superior base attack bonus. They have some fitting abilities but they are weak like having the negatives from exhaustion get lowered and gaining a bonus to fort saves against environment hazards.

The Partisan is an odd class. It seems to do a bit better when outnumbered. They get to use improvised weapons and gain bonus feats every third level. The eventually get bonuses to attack depending on how many opponents they are fighting and can negate attacks of opportunity against them.

Lastly is the Trapper. While at first I could see the trapper and the hunter having some things in common they are rather different. The Trapper oddly enough doe not gain any abilities with setting traps. They can subdue a creature with a paralysis strike and have the ability to easier do subdue damage. They gain a bonus for performing special moves like grapple, trip, disarm, and sunder. They just do not actually trap anything it seems.

The ranger class has a lot of versatility and the many different arch types that can be created with it can easily fill a book with alternate core classes. The ones here fill the arch type role but just don’t do that well mechanically.
 

Unorthodox Rangers is a 25 paged PDF from The Le games. It'll set you back a massive US $2.00. I know; you can't possibly afford that! (I know sarcasm is the lowest form of humour) The most annoying thing about the price is that it's too low to for RPGNow's minimum checkout value and if you're not buying many Unorthodox sets together then you'll have to put it with something else.

There are cheap and rough PDFs and there are cheap but glossy PDFs. The former tend to be someone's Word file printed to a PDF file. Art? You wish. The latter are kinder on the eye and will have pretty formatting and professional illustrations. Unorthodox Rangers has professional illustrations - often of lovely ladies, but not exclusively so. A nose around The Le Games' website suggests a predilection for the lovely ladies. Okay, so what about the Rangers?

Unorthodox Rangers works by giving us five full variations on the standard core Ranger class which we can use instead or as well as. That's twenty full levels with class specials for each Ranger variant. Five classes in 25 pages; the maths is simple enough, 5 pages per class and even when you assume there's some intro and exit text we're still safely in the region of 4 pages per class. That's good.

The first Unorthodox Ranger is the Beast Lord. As it typical in roleplaying terminology Beast Lord is gender non-specific. Female characters can use the name Beast Lord or Beast Lady. In actual fact, the character is unlikely to care as such things wouldn't bother an animal. The Beast Lord is virtually an animal, concerned with surviving in the wildest and most remote places. In fact, as the Beast Lord grows in experience, she can change her type to "animal". Spells that effect people won't work but magic that effects animals will effect her.

Then there's the Hunter. These are precise warriors who pick off their targets carefully. Their class specials map directly on to that with the likes of "Precise attack" and yet another "Favoured enemy" ability. One of my favourite easy targets in D&D is the Ranger's Favoured Enemy. It's great fun to mock backgrounds where a raid of X monsters killed the Rangers' parents and/or whole village. The Hunter will struggle to find reasons why she now likes killing Monster Z and later also likes tracking Monster W so much as well.

Then there's the Outdoorsman; perhaps not the most inspiring name. The Outdoorsman (or women) is a survivalist. This is taken literarily by the class special abilities and the Outdoorsman begins to improve his metabolism. In some ways the development makes more sense than the Ranger mysteriously learning magic.

The Partisan is my favourite of the alternative classes as it is the most alternative. These guys are Guerrillas, the unorthodox fighters which seem so appropriate for the PDF's title (providing we don't play the synonym game with the word ?fighter'). Unusually for a d20 product the "hero portrait" for the Partisan is one ugly git! I've got to say all these years of reading RPG supplements have trained me to assume "villain!" when I see such a thing.

The Trapper isn't villainous. She's a lovely lady and therefore likely to be good. In fact and as with all the unorthodox rangers the character class information argues the case for either good or evil trappers. The Trapper is similar to the Hunter except, we're told, more intellectual. I suppose the point is that the Hunter is reactionary whereas the Trapper is pre-emptive.

Typically, in the Unorthodox series you'll find class variations which magnify certain aspects of the core class. This is why there's a bit of an overlap with Rangers. The ooh-suddenly magical shtick never worked, I think, and whereas the Ranger redux is much better there are fewer angles to caricature.

I quite like Unorthodox Rangers. I think its value for money and imaginative enough to be worth a read. It's quite hard (ranging to impossible) to come up with an entirely new approach for any core D&D class but The Le have tried hard. My biggest gripe is with rather dull class specials. Hunter-gather 4 thrills me only slightly less than Hunter-gather 6. A 4th favoured enemy can be seen as rather embarrassing. A plus 5 to natural defence might appeal to some munchkin combinations but it's no substitute for coffee.

Unorthodox Rangers is cheap enough to be inspiration material. Buy the PDF for ideas. It's good enough to be useable too. Bonus.

* This Unorthodox Rangers review was first posted at GameWyrd.
 

" Hunter-gather 4 thrills me only slightly less than Hunter-gather 6."

LOL. That was pretty damn funny.

In anycase, Rangers was one of the first Unorthodox Book to get released. I hope I address alot of these issues with the later books.

Thanks.

`The Le
 

Unorthodox Rangers Are Better Than You Feared!

Le Game's Unorthodox Rangers came to me (as many of you) as one of the
freebies for contributing to ENWorld's Server Fund Drive. Since I thought
that that was pretty generous, I felt the least I could do was to give them a
free review of one of their products, so I picked this one (Rangers being my
favorite class). You can decide for yourself whether or not you believe that
my review was influenced by the "freebie".

One minor foible with this book is that it was obviously written for
WotC's D&D 3.0, not 3.5e. Animal Empathy, Intuit Direction, and Wilderness
Lore skills all get mentioned (Wild Empathy being a Druid/Ranger class
ability in 3.5e, and Intuit Direction and Wilderness Lore being rolled into
Survival), and some Unorthodox Rangers have Medium Armor Proficiency. Also,
no Unorthodox Rangers have Knowledge (Dungeoneering), and only one has
Knowledge (Geography). GMs will need to do a bit of adjustment, to make this
product work for 3.5e. Occassional bits of "wonkiness" are to be expected!

With that in mind, Unorthodox Rangers offers five different types of
alternatives to the more-standard PHB Ranger, all as alternate 20-level
classes, each focused in a different direction. I was expecting the usual
bunch of so-called "Prestige Class" nonsense, but there's none of that, here!
Instead, you get a Beast Lord, a Hunter, an Outdoorsman, a Partisan, and a
Trapper.

All Unorthodox Rangers get different Weapon & Armor Proficiencies, all but one
(the Trapper) have 1D8 or better HPs/level, bonus feats, different saves, and
all (except MAYBE the Partisan - see below) get (8 + INT) skill points/level,
quadrupalled at first level, as usual. The class skills vary. None of these
Unorthodox Rangers get spells. (Hey! That really IS unorthodox!) None have
any alignment restrictions. All except the Outdoorsman have good BABs.

The Beast Lord seems to me based off of the Movie (and later TV Show),

Beastmaster, with the ability to Speak With Animals at will
(known as "beast speech"), and gains Track and Improved Unarmed Strike at
first level, as well as 1D6 damage unarmed (either as lethal or non-lethal
damage). Like all of the Unorthodox Rangers, Beast Lords also gain a number
of bonus feats at certain levels, chosen from a small list. In addition, he
gets an Animal Companion, and his level adds like the Druid's, not 1/2 as the
PHB Rangers, for purposes of determining its abilities. They have good
Fortitude & Reflex saves, and weak Will.

Now with all of that, you know he has to lose something, but what? Not skill
points (8 + INT, and with some extra skills, like Balance & Tumble), not Hit
Points (1D10/level)! Instead, he has proficiency with only simple weapons,
and no shields nor armor. From 5th level on up, he gains Natural Defense (a
Natural AC Bonus and DR 1/-), but that won't help him survive to that point.
The Beast Lord hates using armor so much that not only is he not proficient
with any, but he takes TWICE the normal Armor Check Penalty in any that he
does use, and PERMANENTLY loses any Natural Defense if he ever becomes
proficient in any armor type(s)! This is not a class that rewards
multiclassing! The Beast Lord, like Barbarians, also begins as an illiterate.

Like Dar, the Beastmaster, Beast Lords will tend to be armed with club, spear,
and staff, fight unarmed (doing up to 1D20 + STR damage, at 16th level+), and
wearing little to nothing, except Amulets of Natural Armor and/or Rings of
Protection. While they can take Shield Proficiency or Martial Weapon
Proficiency (Two-handed Sword), or even an Exotic Weapon Proficiency without
any problems, using anything other than Magical or Masterwork leather or a
Mithral Shirt will do them more harm than good (as far as their skills are
concerned)! By the time their Natural Defense maxes out (at 19th level), it
is only +6 AC and DR 6/-.

The strangest thing about Beast Lords, though, is that they are classed as
(Animal), not (Humanoid), regardless of type! Thus, Hold Person will
not affect them, while Charm Person or Mammal will.

So, this class requires some good DEX, at low levels, to survive, and is a
slow, less-well-armored Monk at higher levels. He will need bracers, or
something else, to help compensate him for the Monk's WIS and AC Bonuses that
he will not be receiving.

When played in the wilds, however, his beast speech will give him the ability
to Bluff, use Diplomacy, Intimidate, or try to Sense Motive upon any animals
encountered, without the use of magic. Only Intimidate and Sense Motive are
class skills, however.

Beast Lords also get Wilderness Stride and Trackless Step (the same things as
the Druid's Woodland Stride and similar). They also get a couple of "Advanced
Favored Enemies", which may need adjusting to 3.5e, as well. Thus, they
basically have three "magical" (Extraordinary) abilities, usable at will (at
higher levels, at least), but no spells. They gain these at first, fifth,
and ninth levels. They also gain Track & Improved Unarmed Strike at first
level, and an additional bonus feat at 3rd, 7th, 12th, and 17th level.

The next Unorthodox Ranger is the Hunter. Hunters, oddly enough, have
a split Base Attack Bonus (BAB), one for Ranged Attacks (the higher), the
other for Melee. He also gets Balance (but not Tumble), no Crafts except
(Trapmaking), Disable Device (but not Search?), no Knowledge skills (except
(Nature)), and no Professions except (Hunter). Most of the other Ranger
skills he has. He gets 1D8 HPs/level, (8 + INT) skill points/level, and
proficiency with all Simple & Ranged weapons, and Light Armor, but no shields.
He also gets Track & Favoured Enemy as a normal Ranger does (although the
Favored Enemy will need updating to the 3.5e version). He has poor Fortitude
and good Reflex & Will saves, for some odd reason.

At 3rd and 9th levels, Hunters gain an Exotic Weapon Proficiency of their
choice, even if it's not a ranged weapon. They get no other bonus feats, just
their special abilities, and the usual Ranger's Favored Enemies.

Their Melee BAB increases to +15/10/5, while their Ranged attacks are
+20/15/10/5. All of their other special abilities apply to ranged attacks.
From 7th level, they gain (and improve upon) "Spot Weakness", which begins
with three uses/day, and allows ranged attacks which threaten a critical with
a natural 20, and are confirmed, to ignore non-natural armor. (Hmmm! By the
time the hit is confirmed, isn't that usually out of the way?)

At 12th level, his "Spot Weakness" becomes "Faster Tahn The Eye", and can be
used up to five times/day, ignoring DEX Bonuses and Uncanny Dodges, if
successful. At 17th level, this improves, again, to the "Soft Spot" ability,
now usable up to seven times/day, ignores Natural AC, Armor, and DEX/Uncanny
Dodge, threatens on whatever the ranged weapon does, and is pretty much
automatically a critical, on a threat. Because of this, high-level Hunters
will favor ranged weapons with high threat multipliers (and perhaps Improved
Critical)!

At 15th level, he gets "Sixth Sense", which is Blindsight of
unspecified range, for free! This is probably the most powerful ability given
to any Unorthodox Ranger!

The Outdoorsman is more of a survivalist in the wilds, and some of his
special abilities work only in certain terrain types (from which the
underdark is missing)! He has the usual Ranger skills, but adds Balance, no
Crafts, only Knowledge (Nature) and Profession (Outdoorsman), gets (8 + INT)
skill points/level, 1D10 HPs/level, Simple Weapons, Shield, and Light & Medium
Armor Proficiencies, but gets -1 AC in Medium Armor, and -2 in Heavy, if he
wears it! He gets good Fortitude & Will, but poor Reflex saves, and his BAB
maxes out at +15/+10/+5.

At first level, the Outdoorsman is both a Hunter-Gatherer and a Survivalist.
Hunter-Gatherer allows him to "Take 10" on finding food in one of eight
terrain types (gaining additional ones at 4th, 8th, 11th, 14th, and 18th
levels). This makes going without water and starvation in these terrains
impossible! "Survivalist" allows him to add his Outdoorsman class level to
Fortitude saves to resist cold, heat, lack of water, or starvation in one of
his terrain types. From 6th level on, he can also grant this ability to the
party!

At 3rd level, the Outdoorsman gains "Outdoor Defense", which grants +1 AC when
in a terrain where his Hunter-Gatherer skill applies. He gains another +1 AC
at 8th, 13th, & 17th levels. This ability makes no sense, to me, and little
explanation for it is given.

At 9th level, the Outdoorsman's "Superior Metabolism" halves all penalties for
Fatigue or Exhaustion. By 15th level, his metabolism has become "Superhuman",
and he ignores Fatigue, receiving only a -1 penalty from Exhaustion.

At 20th level, the Outdoorsman can turn his "Outdoor Defense" into "Outdoor
Offense" for two turns, using it to improve either BAB or damage. This is
only a +4, at maximum.

Without spells or Favored Enemy bonuses, the Outdoorsman is going to be even
weaker in combat than the PHB Ranger. There also seems to be some confusion
(on the Outdoorsman Progression Table) about when he gains his Superior
Metabolism. I assume that it is 9th level, as the ability says, and not
first, as the table states (but also lists it at 9th)!

The next "Ranger" is the Partisan, who is someone who is an underdog,
fighting against numerically superior odds, and using the terrain as a weapon.
They get D8s for hit dice, add Balance and Disguise, but get no Crafts other
than (Trapmaking), get no Knowledge other than (Geography), get no
Professions, but add Tumble. Their skill points are debatable, as
Unorthodox Rangers says that they get (6 + INT)x4 skill points at
first level, and (8 + INT) at every level thereafter (I assume that this is a
typo)! They have good Fortitude & Will saves, but poor Reflex (which seems
very odd for unarmored tumblers)!

Even odder, the poor Partisan, while proficient with all Simple & Martial
Weapons, is not proficient with ANY types of armor, nor shields! I can only
assume that some text was cut off, here, as well!

At first level, Partisans can wield any non-weapon as an improvised weapon,
WITHOUT the usual -4 penalty to their BAB. Thus, they can wang-up on their
opponents with a shovel, for instance, with full BAB, but not with Exotic
Weapons, without the usual penalty! He also gets the first of his bonus feats
from a small list, and gets additional ones one level after his non-class
feats (4th, 7th, 10th, 13th, 16th, & 19th).

At 5th level, Partisans become more skilled at fighting "Against The Odds",
gaining a +1 to hit for every adjacent opponent after the first (+2 to hit
when surrounded by three, for example), to a maximum of +3. At 8th level, he
gains an oddly-titled ability, "Fast Enough For You, Old Elf?", which allows
him to attempt a DC:18 Reflex save to avoid Attacks of Opportunity (AoO).
Again, this strikes me as odd, since Reflex is his poor save! At 15th level
(if he can live that long), the DC drops to 13.

By 10th level, the Partisan has gained the "Advantage Of Surprise", which
gives him a full attack, instead of a partial one, whenever he surprises an
opponent. At 18th level, he also grants this to any allies in the fight.

By 12th level, Partisans are so adept at fighting against the odds that they
receive "Against The Grind", which gives them the same bonus as "Against The
Odds" to damage, as well as to hit, and increases the maximum to +5. This
still doesn't help him avoid getting hit, though!

By 20th level, this becomes "Against The Wall", and the bonus now applies to
to hit rolls, damage, and AC, and the maximum bonus is +7 when surrounded by
eight opponents. Too bad no unarmored Partisans will ever live long enough to
gain that ability!

The Trapper is not what you think. Trappers are unorthodox Rangers who
try to "bring'em back alive", using less-lethal techniques to capture their
enemies, instead of kill them. They get only D6 HPs/level, get Balance but
not Climb, no Crafts other than (Trapmaking), Disable Device & Escape Artist,
no Knowledges, no Professions other than (Trapper), and no Search nor Spot.
They are proficient in Simple Weapons, all flails (does that include the
Exotic Weapon Proficiency (Dire Flail)?), nets, spiked chains, Light & Medium
Armor, and shields. They get bonus feats just like the Partisan. Their only
good save is Reflex, all the others are poor.

At first level, they get "Expert Moves", which gives them a +1 Competence
Bonus on attack rolls to disarm, grapple, sunder, or trip. This bonus
increases to +2 @ 8th, and +3 @ 17th.

At 2nd level, the Trapper gains "Trapper's Paralysis", which allows them to
select a Favored Enemy, and against that creature type, only, attempt a
paralyzing strike in lieu of all other attacks. If the attack succeeds, the
Favored Enemy (FE) must make a Fortitude save against DC:(5 + the Trapper's
level), or be paralyzed for 1D4 rounds. The Trapper may attempt this every
other turn (I assume, here, that "turn" means "round"). Additional FEs are
selected at 9th, 14th, & 18th levels.

At 5th level, Trappers gain "Trappers Subdue" (sic), which allows them to
halve the non-proficiency penalty when using a lethal weapon to deal
non-lethal damage. By 11th level, this becomes "Take Them Alive", which is
the same as Merciful Blow, allowing full BAB attacks.

By 20th level, "Advanced Subdue" allows Trappers to render opponents
unconscious on a critical, unless their opponent makes a Fortitude save equal
to the Trapper's critical roll, regardless of how many HPs they had!

=

All of these alternates seem playable, and more or less fun, although some of
them seem less survivable than others (the unarmored Beast Lords & Partisans,
in particular). If you're tired of playing the same old Rangers, perhaps one
of the Unorthodox Rangers is for you!
 
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