Yet another Ranger class (v. 1.1)

Morgenstern

First Post
Ok, I've had great fun with the recent ranger thread, but thought that posing a new thread might make it easier to find my current non-casting ranger experiment.

Comment welcome :)!

Scott’s Ranger

Note: edited into version 1.1, with reduced woodcraft bonuses and simplified favored enemies.

Abilities: Rangers benefit from a variety of abilities. Wisdom is important to their tracking abilities, and Dexterity for their stealthier skills. Those that engage in combat regularly will also benefit from high Strength and Constitution scores.
Alignment: Any
Hit Die: d8

Class Skills (key ability)
Animal Empathy (Cha; exclusive)
Balance (Dex)
Climb (Str)
Craft (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Intuit Direction (Wis)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Profession (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Swim (Str)
Use Rope (Dex)
Wilderness Lore (Wis)

Skill Points at 1st level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence Modifier

Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Great Hunter: The ranger is the most skilled of trackers. At 1st level, and each additional ranger level thereafter, the ranger gains 1 additional skill point that must be spent on the Wilderness Lore skill. Further, the ranger gains the Track feat (see Player’s Handbook, chapter 5). All requirements for this feat are waived for the ranger. At 9th level, the distance the ranger may follow tracks before having to make an additional check is doubled (2 miles). At 17th level, this distance is tripled (3 miles).

Woodcraft: Starting at 2nd level, once per day, the ranger gains a +4 competence bonus to any one skill check with one of the ranger’s class skills while outdoors. This ability provides a +6 bonus that may be used twice per day at 8th level, a +8 bonus three times per day at 14th level, and a +10 bonus four times per day at 20th level.

Hard Living: The ranger’s lifestyle has toughened him. At 3rd level, the ranger gains a +1 natural armor bonus. At 11th level, this bonus increases to +2.

Special Ability: At 4th level, the ranger gains his choice of one of the following abilities. Each ability may be chosen only once, unless otherwise stated in the ability’s description. The ranger gains an additional ability of his choice at 7th level, and every three levels thereafter.

Beast Affinity: The ranger receives a +4 bonus to Animal Empathy checks targeting beasts (this offsets the –4 penalty normally imposed for using this skill with beasts). Rangers of 13th level or higher may choose this ability a second time, gaining the ability to use there Animal Empathy skill on magical beasts, though they suffer a –4 circumstance penalty to their checks when doing so.

Covered Tracks: The DC to track the ranger is increased by the ranger’s class level. If the ranger is traveling in a group with characters who do not have this ability, he may instead increase the DC to track the group by one half (round down) his ranger level.

Familiar: The ranger gains a familiar, as described in the sorcerer class ability of the same name (see Player’s Handbook, chapter 3). However, the ranger uses only one-half of his ranger level (rounded up) when determining the familiar’s abilities based on its Master’s Class Level. These reduced levels stack with those of any other class with the familiar ability. Rangers of 13th level or higher may choose this ability a second time, gaining a second familiar. The second familiar may be the same type of creature, but the bonuses from the second familiar do not stack with those of the first.

Fast Tracking: The ranger may move at 3/4 his normal movement rate while tracking.

New Foes: Rangers of 7th level or higher may select an additional type of creature to be included in his Favored Enemies ability with the same restrictions for humanoid and outsider types (see below). He gains all of his Favored Enemies bonuses against this new type, and the Knowledge (favored enemy type) skill for the new type becomes a class skill for the ranger. This ability may be chosen multiple times, each time identifying a new creature type to become one of the ranger’s favored enemies.

Slayer: Rangers of 7th level or higher may increase their threat range when attacking a Favored Enemy by 1 (if using a ranged weapon, this bonus only applies within the weapon’s first range increment). This has no effect on enemies that are not subject to critical hits (such as oozes or undead). Rangers of 13th level or higher may choose this ability a second time, increasing the ranger’s threat range by 2 against his favored enemies.

Stride: When performing overland movement, the ranger may walk for up to 12 hours per day without difficulty (increasing the distance covered by 50%). The ranger may also hustle for up to 4 hours each day before taking damage normally. If the ranger is leading a party including character’s without this ability, he may reduce his rate to aid other. The entire party may walk for up to 10 hours per day (gaining an additional 25% over the norm) or hustle for up to 2 hours before taking damage.

Weather eye: the ranger may make a Wilderness Lore check (1 minute; DC 25) to accurately predict the weather for the next 24 hours. The ranger must be outdoors to make this prediction.

Wilderness Stealth: If the ranger has 5 or more ranks in Wilderness Lore, he gains a +2 Synergy bonus to all Hide and Move Silently checks in a natural setting.

Words of the enemy: Rangers of 7th level or higher may choose to becomes fluent in any 3 automatic languages spoken by creatures of his Favored Enemies type. For example, a ranger with Elementals as favored enemies could learn any three of the elemental languages with this ability. This ability may be taken multiple times. Each time the ranger selects three new languages spoken by his Favored Enemies.

Favored Enemies: The ranger is a hunter, skilled in the elimination of dangerous foes who threaten his people. At 5th level, the ranger may select a type of creature (animals, beasts, dragons, undead, etc.) as his favored enemy. He may not select “Humanoid” or “Outsider”, but may select a more narrowly defined type within those groups (such as goblinoids or humans for ‘humanoid’ and devils or elementals for ‘outsider’). The ranger may select his own race, but murder remains an evil act. Due to his careful study of these foes, he gains several advantages, adding his Wisdom modifer (if positive) to all attack and damage rolls against his favored enemy (if using a ranged weapon, these bonuses only apply within the weapon’s first range increment). He also gains this bonus to all Listen, Spot, and Wilderness Lore skill checks targeting these creatures, and to all Bluff and Sense Motive checks targeting them during combat.

At 15th level, the rangers attacks may do damage to favored enemies with damage reduction. All of his attacks against favored are considered to have an enhancement bonus equal to the ranger's Wisdom modifier (if positive), unless the ranger's weapon already has a higher enhancement bonus. This does not actually grant a bonus to the attack roll.

Ambusher: At 6th level, the ranger receives a +2 bonus to all awareness checks to determine surprise at the beginning of combat (see Player’s Handbook, chapter 8). Further, if the ranger has at least 1 minute to prepare an ambush, the DC of all opponent’s awareness checks are increased by +2. Both of these bonuses are increased to +4 at 6th level, and +6 at 18th level.

BAB - High
Fort - High
Ref - Low
Will - Low

Lvl – Special
1 – Great hunter (Track)
2 – Woodcraft +4 1/day
3 – Hard living +1
4 – Special ability
5 – Favored enemies
6 – Ambusher +2
7 – Special ability
8 – Woodcraft +6 2/day
9 – Great hunter (x2)
10 – Special ability
11 – Hard living +2
12 – Ambusher +4
13 – Special ability
14 – Woodcraft +8 3/day
15 – Favored enemies
16 – Special ability
17 – Great hunter (x3)
18 – Ambusher +6
19 – Special ability
20 – Woodcraft +10 4/day
 
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Salutations,

I like most of it, but it would be cool to see the knowledge (enemy species) come into play with other abilities.

While I very much want an ambush ability- I would like to see it have more impact in combat. (Though, I could not suggest how at the moment.)

How about one more option for a special ability- camoflauge, a +4 bonus to hide when spending time to hide in an outdoor/natural setting?

SD
 

Mmmmhhh... with all those threads, advices, and versions for the ranger, I should eventually be able to create the best ranger ever !! :D
However, I will clearly have three rangers, not one: a 1e ranger conversion, a 3e regular sligthly ranger improved, and finally a no-spells ranger. That way, I should be able to cover everything...

Otherwise:
I like many of tha abilities you've given the Ranger, but I think you've given him way too much.
Often I wonder if any of you who create new classes ever bothered to test them with either or both the D20 Class Construction Engine and the ClassCalc (an online internet calculator I don't remember where). These are not perfect to "calculate the playability" of a class, but are really useful when it comes to see if the class is going to be overpowered or balanced (or even in some cases underpowered, but this is as rare as snow on Hawai, when it comes to homebrew classes...)

DOM
 


Turanil said:
Mmmmhhh... with all those threads, advices, and versions for the ranger, I should eventually be able to create the best ranger ever !! :D
However, I will clearly have three rangers, not one: a 1e ranger conversion, a 3e regular sligthly ranger improved, and finally a no-spells ranger. That way, I should be able to cover everything...

Well, ther'es a lot of things people are looking for out of a ranger class :)...

Otherwise:

Often I wonder if any of you who create new classes ever bothered to test them with either or both the D20 Class Construction Engine and the ClassCalc (an online internet calculator I don't remember where).

I create new classes for a living, so I'm pretty confident I can eyeball them, at least for Spycraft. Admittedly, D&D has a lower power curve than Spycraft, so I had some concerns that this ranger would be too strong, but this version is toned down in some ways from a version that was accused of being a collection of useless abilites, so I think the jury is still out.

Let me offer this defense~
Compared to the ranger frequently acused of front loading and overall weakness, this one gives up an average hp per level, two virtual feats, and All spell casting ability.

He gains one skill point per level (but is forced to spend that point on a skill he really does need to keep in top form), +2 natural armor, fewer tracking checks over long distances, a max of +6 to ambush checks, the +10 woodcraft trick upto 4 times per day, and six selectable abilities

A skill point is worth less than a hp in most cases. having D8's more than pays for the ways inwhich Great Hunter is better than getting the track feat, and Great hunter delivers bonus over time, not all up front.

Given the existance of 1st level spells like truestrike, I'd say the woodcraft bonus is roughly equal to the loss of 1st level spells. You gain times per day with woodcraft every 6 levels, curing front loading. If this is still such a sticking point, make the bonus equal to 1/2 the ranger's class level (rounded up).

Given the existance of 2nd level spells like cat's grace, I'd say the armor bonus is worth less than the loss of 2nd level spells.

I don't think a total of +6 to ambushes over the course of a career can even begin to compare to having 3rd level spells.

The six special abilities are opportunities to trade away a bonus the ranger was already getting- more favored enemy types. Normally the ranger gets four extra enemies (at 5th/10th/15th/20th). Most people agree that there is a problem with the way published rangers add bonuses (weak bonuses against strong types). So this fixed that, and offered other choices. Is two feats gone worth two extra picks from a list of abilites generally less potent than a feat, and that little bit of flexibility worth your fourth level spells? I think it might be :).

So I took a rolling pin and squashed the lump of first level over-coolness into the first 4 levels or so, and then evened out some of the spell casting power into non-spell abilites. How exactly is this class so much more powerful than the printed ranger, other than that the abilites he gets now work to make him a wilderness guy, and actually sugest cool avenues for sustained multiclassing, instead of comming in and cherrypicking 1 level?

These are not perfect to "calculate the playability" of a class, but are really useful when it comes to see if the class is going to be overpowered or balanced (or even in some cases underpowered, but this is as rare as snow on Hawai, when it comes to homebrew classes...)

My problem is that most calculators have been weighted to 'show' that clerics aren't noticably more powerful than some of the other classes. Hogwash. I've spent way too much time with some dedcated min/maxers to even begin to think the classes are an an entirely level playing field. Loss of spell casting ability is not a trival trade in :).

~Thus ends my defense :).

If there is really a consensus that this is too strong, I can fiddle around with it more. I need an explaination why this is too strong, and hopefully one that can make a reasonable comparison to monks, who get abilites way more potent than these at every level, and casters, who get more spells every level.

Coments welcome :)
 

1) d20 Class Construction Engine:
It is a pdf that may be found in various places over the internet gaming community for download. I know that community3e has it; or otherwise this adress could also work:
www.dndworld.com/3e/classes/classconstruction.pdf

2) ClassCalc (it is online, but you can save the html page and thereafter use it offline):
http://www.custoscogitatum.com/tools.cfm

3) As for the power level of this ranger class: I don't know if this one is really overpowered or not. I just pointed there are (imperfect) tools that can be used to have a better idea of the balance of a class. When I made my conversion of the 1e AD&D ranger into a d20 class, I saw that I had to tone it down, and the result is still slightly overpowered in fact. Of course, I still say it, this is an imperfect way of checking a class, but I always do it with both of them, and after that I am satisfied.

4) You make a living just by selling classes to a publisher?? Woww!... I am impressed! I am not kidding here, I am amazed it could be possible making a living just by designing d20 classes... the kind of job I would dream to have in fact... :(

DOM
 

Turanil said:
1) d20 Class Construction Engine:
It is a pdf that may be found in various places over the internet gaming community for download.

Interesting. It could use some examples, but interesting.

2) ClassCalc (it is online, but you can save the html page and thereafter use it offline)

Neat toy :). Tried it out. Came up with 20 points over. Quickest fix was drop the BAB or medium armor and they become directly comparable with clerics. Hmm. Interesting assumptions used in it. Can see a couple of places that my ranger could scale back bonuses, but retain flavor. I LIKE them getting at least something every level, but I guess that's just not that commno in D&D... :(

3) As for the power level of this ranger class: I don't know if this one is really overpowered or not. I just pointed there are (imperfect) tools that can be used to have a better idea of the balance of a class. When I made my conversion of the 1e AD&D ranger into a d20 class, I saw that I had to tone it down, and the result is still slightly overpowered in fact. Of course, I still say it, this is an imperfect way of checking a class, but I always do it with both of them, and after that I am satisfied.

I'll keep fidling with it :).

4) You make a living just by selling classes to a publisher?? Woww!... I am impressed! I am not kidding here, I am amazed it could be possible making a living just by designing d20 classes... the kind of job I would dream to have in fact... :(

It's not a lavish existance, and I supliment my income with National Guard duty once a month, but yes, writing d20 is my primary source of income :). I have to do feats too, but I've writen every prestige class published for Spycraft to date, about half the base classes (and edited the rest), and lots of rules sets, like the psionics and chases. I've got some monsters in FFG's necromantic lore, and some races in their upcomming Galactic Races for Dragonstar, and some acrane prestige classes in another product they'll have out later this year, but comming up with class abilities is probably over 25% of the work that I do.

Honestly, I wouldn't dream about it too much :rolleyes:. There are really long hours involved in making it a paying proposition.
 

Morgenstern said:

I've got some monsters in FFG's necromantic lore

Cool, I shouldve taken a closer look at my copy. BTW Morg, I own eeevery Spycraft book up to date (well, except the GM Screen). Now I must get my players to PLAY it in addition to D&D. Rock on... ;D
 

Steverooo's Wisdom modifier idea seemed like a very good one, so I've edited this class to utilize it, and moved the whole favored enemy shtick up to 5th level. I've also lowered the bonus from woodcraft, giving it a progression to help the ranger acompligh stuff he's good at on demand, or to occasionally 'power up' a skill he's neglect, maintaining that all-around-good-at-stuff-guy image. Both changes have helped reduce the overal power of the class, without loosing the feel I was looking for. You put these folks next to a fighter, and level for level, the fighter does combat better, but the ranger gets the party where they need to be :).
 

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