Yet Another Alternative Ranger

Capellan

Explorer
We all have one, right? :)

Like many others, I have some issues with the Ranger As Written. The favoured enemy thing doesn't worry me as much as some others, since as DM I would warn someone when they were taking an inappropriate choice, and/or try to include a reasonable number of the correct type of foes in the game.

I do agree that the "front-loading" of the class is a potential problem. However, it hasn't actually been an issue yet for my game, since the people taking levels in Ranger have been more interested in playing a particular type of character than in getting "free" ambidexterity and two-weapon fighting.

Personally, my principle issue with the class is one of flavour. For a character which is supposed to be diverse, they all end up looking suspiciously similar (not to mention suspiciously similar to a certain Dark Elf).

So I sat down and tried to design a Ranger that could end up looking more like Aragorn, or Legolas ... but that could still be like Drizzt, if that was your thing.

Let me know what you think of it - I'm mainly interested in feedback on flavour, rather than anything else, but if you see any glaring rules or balance problems, feel free to bring those to my attention as well!

RANGER

Alignment: Any.
Hit Die: d10.
Skill Points: 4 plus Int modifier per level (x4 at 1st level)

Class Skills: The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature, geography, history, local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

Weapon and Armour Proficiency: A ranger is proficient with all simple and martial weapons, light armour and shields.

Level.BAB............FORT.REF.WILL.Special
1.....+1.............+2...+2..+0...Skills of the Hunt, Track
2.....+2.............+3...+3..+0...Skills of the Hunt
3.....+3.............+3...+3..+1...Skills of the Hunt
4.....+4.............+4...+4..+1
5.....+5.............+4...+4..+1...Implacable Hunter 1/day
6.....+6/+1..........+5...+5..+2...Special Ability
7.....+7/+2..........+5...+5..+2
8.....+8/+3..........+6...+6..+2
9.....+9/+4..........+6...+6..+3...Special Ability
10....+10/+5.........+7...+7..+3...Implacable Hunter 2/day
11....+11/+6/+1......+7...+7..+3
12....+12/+7/+2......+8...+8..+4...Special Ability
13....+13/+8/+3......+8...+8..+4
14....+14/+9/+4......+9...+9..+4
15....+15/+10/+5.....+9...+9..+5...Special Ability, Implacable Hunter 3/day
16....+16/+11/+6/+1..+10..+10.+5
17....+17/+12/+7/+2..+10..+10.+5
18....+18/+13/+8/+3..+11..+11.+6...Special Ability
19....+19/+14/+9/+4..+11..+11.+6
20....+20/+15/+10/+5.+12..+12.+6...Implacable Hunter 4/day


Skills of the Hunt: the Ranger gains one bonus feat for each of their first 3 levels. They may only choose these feats from the following list:
Alertness, Endurance, run

Track: the Ranger gains Track as a bonus feat.

Implacable Hunter: By 5th level, the Ranger has attained sufficient skill and discipline that they are able to focus themselves totally on the attainment of a specified goal. It takes a full round to activate this ability. Once activated, the Ranger can choose to become the subject of one (and only) of the following benefits. Each benefit lasts for 3 rounds, plus the Ranger's WIS modifier:
· Awareness: the Ranger is able to temporarily focus their senses to such a degree that they are considered to have the Blind-Fight feat. If they already have this feat, they are instead considered to have Blindsight to a distance of 30'.
· Sprint: the Ranger's base move increases by 20'. This ability stacks with the Run feat and with magical enhancements, but not with the Barbarian or Monk speed abilities.
· Slaying: the Ranger gains a +2 morale bonus to hit as well as 2 temporary hit points per ranger level attained. Damage suffered during this time is deducted from the ranger's temporary hit points first.
For every five levels after 5th (10th, 15th, and 20th level), the ranger may use this ability one additional time per day. Only one benefit of Implacable Hunter can be in effect at a time, and multiple uses of the same ability do not stack. Implacable Hunter is an extraordinary ability.

Special Ability: at 6th level and every 3 levels thereafter, the Ranger gains a special ability, chosen from the following list:

Bonus Feat: The Ranger gains a bonus feat, which must be chosen from the list below. If the feat has pre-requisites, the Ranger is required to meet them before they can choose it. New feats are marked with an asterisk (*):
Ambidexterity, Blind-Fight, Composed*, Dodge, Exotic Weapon Proficiency, Expertise, Far Shot, Improved Initiative, Improved Unarmed Strike, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Self-Reliant*, Shot on the Run, Skill Focus, Spirited Charge, Spring Attack, Toughness, Trample, Two-Weapon Fighting, Whirlwind Attack

(Feats from non-SRD sources can be added to this list at the DM's discretion.)

Foe Bane: the Ranger has studied a certain type of target so thoroughly that they enjoy a +2 competence bonus to hit opponents of that type, as well as a +4 competence bonus to Wilderness Lore when attempting to track them. The types of foes that can be chosen are identical to the types which can be chosen for "favoured enemy" in the SRD.
NB: this ability counts as possession of the "favoured enemy class ability" for Prestige Classes which have that as a requirement. Where a specific favoured enemy is required, the Foe Bane ability must apply to that type of enemy.
Example: If a Prestige Class had "Favoured Enemy (Aberrations)" as a requirement, then possession of the "Foe Bane (Aberrations)" special ability would meet the requirement.

Skill Mastery: the Ranger selects a number of skills equal to 3 + their INT modifier. When making a skill check with one of these skills, the ranger may take 10 even if stress and distractions would normally prevent them from doing so. The ranger becomes so composed and focussed that they can use the skill reliably even under adverse conditions. The ranger may use this ability multiple times, selecting additional skills for it to apply to each time.

Spell Use: The ranger gains 1 level of Druidic spell-casting ability (but no other Druid class abilities or restrictions). This ability may be taken multiple times, increasing the Ranger's effective casting level each time it is taken. These levels stack with any actual levels of Druid the character may have. It also stacks with any Prestige Class that increases Druidic spell-casting ability.
Example: Callow is a Human Ranger 12 who has taken the "Spell Use" ability twice. He therefore casts spells exactly like a 2nd level Druid (both in terms of the number of spells per day, and his caster level when using them). If he subsequently gained 3 levels as a Druid (or in an appropriate Prestige Class) he would cast as a 5th level Druid, instead.

(This approach was taken to allow the Ranger to gain more use from Prestige Classes that allow increased spell-casting ability)

Tireless: the ranger's Endurance bonus increases from +4 to +8.


New Feats

Composed
You are able to remain calm and focussed in even the most trying circumstances.
Pre-requisites: WIS 13+
Effects: when attempting a skill check, you may reduce any penalties for unfavourable conditions that are applied by the DM by 2 points (this ability cannot make a negative modifier positive, though it can reduce it to zero).

Self-Reliant
Years of self-reliance have taught you many useful skills.
Pre-requisites: Skill Focus (any craft)
Effects: you gain a +2 bonus on all Craft checks - even unskilled ones. This bonus does not stack with Skill Focus.

Edit: updates per edit log post of same date
 
Last edited:

log in or register to remove this ad

I like the basic concept. My biggest problem with it is some of the implacable hunter ability are very very powerful, especially at lower levels.

Sprint and Awareness can be very abusive at low levels.

I wouldn't recommend dropping them, just put a level restriction that basically you can gain access to these ability once you've reached implacable hunter 2/day or something like that.

Its a different ability though that I haven't seen, so I like the originality.
 

I can see the argument for Awareness being very powerful at low levels, if the ranger also has the Blind-Fight feat. Still, even with a maxed out WIS, a ranger of 5th-9th level could only use it for 10 rounds, once per day. And it has pretty limited utility: if you're not blind or facing an invisible foe, it's not much help.

If I were to power it down, I'd reduce the range of the Blindsight, rather than nerfing it as an ability at 5th level. Maybe a range of 5'+1' per Ranger level would be more appropriate (particularly as it is another encouragement to stay in the class).

As for Sprint, however, I'm not sure why you feel it is so powerful: a 5th level, medium-sized ranger would go from a 30' to a 50' base move, for a period of 10-15 rounds. Compare this to a Barbarian or Monk of the same level - they both have a 40' move at all times, and the Monk will go to 50' at 6th. However, if you want to explain in more detail why this ability worries you, please do - that was the point of my posting it, after all! :)

Also, in all cases with Implacable Hunter before 10th level, you're looking at a "one shot" ability per day. So the player always has to ask themself "do I need to use this power now, or should I save it".

Some other options I could consider for Implacable Hunter would be to standardise the duration of each power at 3+WIS modifier rounds, or to make the durations more level-reliant (eg 1 round per 2 levels, plus WIS modifier). In a lot of ways I think a standardised duration would be a good thing: one less variable to worry about.

Thanks for your comments. Let me know if you have more. Anyone else like to chip in?
 

You say you want the class to be more versatile, so give them a better selection of feats. How about Skill Focus, Run, Mounted Combat, Lightning Reflexes, Great Fortitude, Iron Will. Blind-Fight seems obvious as one of their class abilities improves greatly if they have the Blind-Fight feat. I also suggest they be allowed to take Mounted Combat Feats, Two-Weapon Feats and Bow Feats, otherwise, they become by far, the least combat effective of the warrior classes. Of course you would need to drop the Bonus Feats from the Special Abilities. As it is now, they could choose all bonus feats for Special Abilities and be nearly as effective in combat as a Fighter.

Change "Second Nature" so it applies to a number of skills equal to the Rangers Int mod. The way it is now, by the time they acquire the skill, they can easily have almost 10 ranks in a single skill anyway.
 

Witness said:
You say you want the class to be more versatile, so give them a better selection of feats. How about Skill Focus, Run, Mounted Combat, Lightning Reflexes, Great Fortitude, Iron Will. Blind-Fight seems obvious as one of their class abilities improves greatly if they have the Blind-Fight feat. I also suggest they be allowed to take Mounted Combat Feats, Two-Weapon Feats and Bow Feats, otherwise, they become by far, the least combat effective of the warrior classes. Of course you would need to drop the Bonus Feats from the Special Abilities. As it is now, they could choose all bonus feats for Special Abilities and be nearly as effective in combat as a Fighter.

I think we mean different things by "versatility" - I don't want an individual ranger to be able to do everything (hence the either/or choices I give them) ... but I do want them to have a much wider set of choices to play with.

Apart from the saving throw bonuses - which I don't think should be a "core" part of any class - all the feats you list are available as bonus options. Are you suggesting giving them these feats in addition to the special abilities (with Bonus Feats removed as an option)? Because that looks like it would blow the power curve pretty badly, to me: they'd be almost as good in combat as a fighter, and enjoy additional abilities.

My intention with the current structure was to make the ranger close to a fighter's equal if they went heavily into bonus feats, but leave them with the option to move into more of a "scout" or "semi-druid" role if that was what they preferred. Obviously you would never want them to actually be a fighter's equal, since they have far too many other advantages that the straight fighter lacks.

Witness said:
Change "Second Nature" so it applies to a number of skills equal to the Rangers Int mod. The way it is now, by the time they acquire the skill, they can easily have almost 10 ranks in a single skill anyway.

Taking 10 and having 10 ranks are very different things, though. Having 10 ranks is nice, but if your DCs are routinely in the 15-20 range (as many are), then you still have a fair chance of failure (barring exceptional stat bonuses, of course). Taking 10 removes that chance of failure - I think it is considerably more powerful than merely having 10 ranks. It also tends to 'free' the character up from buying too many further ranks in the skill.

That said, increasing the ability to apply to [INT bonus] skills is interesting - I'm just concerned it might be too much, especially for high-INT characters? Consider the case of a Ranger / Wizard with 18 INT: he could go to 6th level as a Ranger and gain the ability to Take 10 on Spellcraft, Alchemy, Concentration & Knowledge: Arcana.

Thanks for your comments, Witness.
 



I think this is a nice and different take on the ranger.

I like the idea of giving good Fort and Ref saves, mirroring the good Ref and Wil saves of the other Jack of all Trades, the Bard.


The "skills of the hunt" feats are good, although I'd be inclined to replace Track with Run, and make tracking a class feature of rangers (for following tracks with a DC of greater than 20) - analogous to the class feature of rogues to search for traps.

The implacable hunter seems to roll too many useful options into one ability, especially considering the list of Special Abilities which are also there.

Have you considered turning the Implacable Hunter stuff into just additional special abilities, and then giving one special ability at 4th level and every 2 levels after that. This would end up with 9 special abilities by the time he reaches 20th level... Or perhaps 1 per 3 levels?

I think you should drop "mastery" (since it uses the take 20 mechanic incorrectly, if I understand you right) and turn the "Second Nature" into Skill Mastery, and just use the existing mechanic and description from the Rogue class... you are most of the way there with it anyway. I'd remove the bonus feats from the list of the class abilities, to keep from muddying the waters of feats and class abilities.

Just idle thoughts on my part really. Pleased to see an interesting take on the subject.

Regards,
 

Thanks for your comments, Plane Sailing.

I don't have my books with me at the moment, but when I get home I will take a closer look at your suggestions - especially those re: Mastery and Track.
 

Edit Log

Changed Skills of the Hunt to be for Alertness, Endurance and Run, rather than Alertness, Endurance and Track.

Added Track as an automatic feat at 1st level.

Deleted Mastery from the list of Implacable Hunter abilities, and changed the duration of the three remaining abilities to be consistent.

Changed the Second Nature special ability to Skill Mastery.

My thanks again to everyone who has made comments.
 

Remove ads

Top