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View Full Version : Ranger Spells Replacement [3.5]



Baron Corm
2009-01-05, 04:27 PM
I had the idea that instead of spells, a ranger would be better represented by a system more similar to invocations. Ideas for additional kits appreciated, especially from someone with wilderness survival expertise. Also not sure how balanced it is.

Ranger
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+0|Kits, beginner kit, trapfinding
2nd|+2|+3|+3|+0|Favored enemy +1
3rd|+3|+3|+3|+1|Beginner kit
4th|+4|+4|+4|+1|Favored enemy +2
5th|+5|+4|+4|+1|Beginner kit
6th|+6/+1|+5|+5|+2|Intermediate kit
7th|+7/+2|+5|+5|+2|Favored enemy +3
8th|+8/+3|+6|+6|+2|Intermediate kit
9th|+9/+4|+6|+6|+3|Favored enemy +4
10th|+10/+5|+7|+7|+3|Intermediate kit
11th|+11/+6/+1|+7|+7|+3|Advanced kit
12th|+12/+7/+2|+8|+8|+4|Favored enemy +5
13th|+13/+8/+3|+8|+8|+4|Advanced kit
14th|+14/+9/+4|+9|+9|+4|Favored enemy +6
15th|+15/+10/+5|+9|+9|+5|Advanced kit
16th|+16/+11/+6/+1|+10|+10|+5|Expert kit
17th|+17/+12/+7/+2|+10|+10|+5|Favored enemy +7
18th|+18/+13/+8/+3|+11|+11|+6|Expert kit
19th|+19/+14/+9/+4|+11|+11|+6|Favored enemy +8
20th|+20/+15/+10/+5|+12|+12|+6|Expert kit[/table]

Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier


Weapon and Armor Proficiency

Rangers are proficient with all simple and martial weapons. They are proficient with light armor, but not with any shields.

Trapfinding (Ex)

As a rogue.

Kits (Ex)

A ranger learns to make a kit of his choice at levels according to the table. He has access to beginner kits from levels 1-5, intermediate kits at levels 6-10, advanced kits at levels 11-15, and expert kits at levels 16-20. He may exchange a kit he has already learned for a different one of the same level at levels 6, 11, and 16.

All kits take 1 round to place or use unless otherwise specified. No kits may be used or made during combat.

Kits can mostly be made at any time, but the DM may rule that there are not enough raw materials remaining. For example, if you were in a jail cell, he should let you make a few kits, even if there isn't much around, but he shouldn't allow you to set up a full Camp (perhaps parts of one).

To make a kit, the ranger makes a Survival check with a DC depending on the kit level, which takes 1 minute.

{table=head]Kit Level|Survival DC
Beginner|5
Intermediate|10
Advanced|15
Expert|20[/table]

Kit lists appear at the bottom.

Favored Enemy (Ex)

The ranger gets the listed bonus to attack rolls, armor class, saving throws, and ability DCs against his favored enemy group. He gets twice the listed bonus to damage rolls and skill checks against his favored enemy group.

Choose a favored enemy group from the list below.

Natural: Animals, magical beasts, vermin, plants

Humanoid: Humanoids, monstrous humanoids, giants

Alien: Oozes, constructs, aberrations

Spirits: Elementals, undead (or deathless, etc.), outsiders, fey

You may optionally select a favored environment from the list below, instead of a favored enemy group. If you select a favored environment, the bonus applies as long as you are in that environment, instead of against a particular creature type.

Forests

Urban

Mountains and Hills

Plains

Cold Desert

Hot Desert

Marsh

Underground

Underwater and Beach

Kit Lists

You may wear more than one type of gear at the same time. It is treated as making a single set of gear with all of the different properties.

The ranger will not ever set off his own traps unless he wants to, but an ally might if the ranger does not warn them.

Your size category is assumed to be Medium. A larger or smaller ranger would create, for example, larger or smaller pit traps or camps.

Most DCs are equal to (10 + 1/2 ranger level + Dexterity or Wisdom modifier, whichever is higher). This applies to all Search DCs to notice traps and Reflex or Escape Artist DCs to avoid traps.

Beginner

Pit Trap - Creates a hole in the ground 5 feet across and 10 feet deep. Requires a Search check to notice. Pit traps take 1 minute to create and 1 minute to use. Increasing the size of a pit trap takes 2 minutes per 1 square increase.
Snare Trap - Creates a trap on the ground which prevents a creature that walks over it from leaving that square. The creature may attempt an Escape Artist check to escape once per minute. The creature is trapped in such a way that he cannot attack his bonds. Requires a Search check to notice.
Camp - Creates a campfire occupying 1 square and up to 4 tents or hovels around it occupying 2 squares each. Sleeping in these tents doubles the damage and ability damaged healed after a full night's rest, and protects those inside from the elements. Subtle alarms are set up around the perimeter of the camp which alert the ranger when landbound creatures enter it. Camp takes 5 rounds + 5 rounds per tent to set up. The ranger may spend 1 minute to erase all traces of the camp's existence.
Weather-Resistant Gear - Gives you or another creature gear which grants resistance to weather equal to that of an endure elements spell. After 24 hours, the makeshift gear is no longer usable.

Intermediate

Camouflage Gear - Allows you to Hide without cover and grants a +10 competence bonus on Hide checks. Anyone other than the ranger does not have the expertise to gain the benefits of this gear. After 24 hours, the makeshift gear is no longer usable.
Skill Kit - Grants a +10 circumstance bonus on a single skill check. Requires no action to use.
Death Trap - Creates a trap, whose trigger may lie on any surface, occupying 1 square. Requires a Search check to notice. Any creature passing through that square takes 1d12 damage per two ranger levels, with a Reflex save for half damage. Due to the complexity of death traps, you may only have one in any half-mile radius. Death traps take 1 minute to create and 1 minute to use. You may combine a death trap with a pit trap.

Advanced

Advanced Snare Trap - As Snare Trap, but the captured creature cannot move in any way, as if paralyzed. In addition, the trigger for the trap may be placed on any surface.
Advanced Camp - As Camp, but resting in the camp also gives a +10 bonus to any ongoing saves, such as from poison or negative levels.
All-Terrain Gear - Grants the ability to move unobstructed through difficult terrain, even magically created. Anyone other than the ranger does not have the expertise to gain the benefits of this gear. After 24 hours, the makeshift gear is no longer usable.
Poison - Coats a weapon or trap in poison which can have any effect of an existing poison, as long as your Survival skill is equal to or greater than the DC. The poison lasts for 1 usage. Its DC is increased by your Dexterity or Wisdom modifier, whichever is higher.

Expert

Expert Skill Kit - Grants a +20 circumstance bonus on a single skill check. Takes no action to use. Does not stack with Skill Kit.
Expert Camouflage Gear - Allows you to hide in plain sight and grants a +10 competence bonus on Hide and Move Silently checks. Anyone other than the ranger does not have the expertise to gain the benefits of this gear. After 24 hours, the makeshift gear is no longer usable.
Expert Death Trap - As Death Trap, but 1d12 damage per ranger level.