View Full Version : [3.5 D&D] Ranger Fix

2013-05-03, 12:15 PM
After reworking the Paladin the Ranger seems even more lacking. Well not for long:

Table 1 : [The Ranger/B]
{table=head] [B]Level | BAB | Fort | Ref | Will | Special
1 | 1 | 2 | 2 | 0 | Favoured Enemy, Track, Wild Empathy
2 | 2 | 3 | 3 | 0 | Combat Style
3 | 3 | 3 | 3 | 1 | Hardiness
4 | 4 | 4 | 4 | 1 | Animal Companion
5 | 5 | 4 | 4 | 1 | Woodland Stride
6 | 6\1 | 5 | 5 | 2 | Swift Tracker
7 | 7\2 | 5 | 5 | 2 | Evasion
8 | 8\3 | 6 | 6 | 2 | Long Strides
9 | 9\4 | 6 | 6 | 3 |
10 | 10\5 | 7 | 7 | 3 | Camouflage
11 | 11\6\1 | 7 | 7 | 3 | Mobile Combatant
12 | 12\7\2 | 8 | 8 | 4 |
13 | 13\8\3 | 8 | 8 | 4 |
14 | 14\9\4 | 9 | 9 | 4 |
15 | 15\10\5 | 9 |9 | 5 | Hide in Plain Sight
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\14\9\4 | 11 | 11 | 6 |
20 | 20\15\10\5 | 12 | 12 | 6 |

Hit Die: d8
Skill Points at 1st Level
(6 + Int modifier) ◊4.
Skill Points at Each Additional Level
6 + Int modifier.
The rangerís class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

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, and with light armor and shields (except tower shields).

Favoured Enemy
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon hit and damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against his favored enemy increases by 2. In addition at 5th level the ranger may select a new favoured enemy for the day. He must spend part of the previous day studding or tracking said enemy, or an hour the night before/morning of reading about them.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the rangerís bonuses do not stack; he simply uses whichever bonus is higher.

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the characterís class features but does not restrict his selection of feats or special abilities in any way.
At 2nd level and every 3 levels henceforth, the ranger gains a bonus floating feet related to his combat style (up to 7 at level 20). He can select any feat related to his combat style (two weapon fighting, or archery) as long as he meets any level requirements. At the start of any given day he can spend 5 minutes retraining his feats for the day.

Hardiness (Ex)
Rangers are use to long days and hard treks. Starting at 3rd level he adds half his ranger level (rounded up) to: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. In addition he may sleep in light or medium armor without becoming fatigued. This ability counts as the Endurance feat for the sake of meeting prerequisites.

Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the rangerís list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Beginning at 3rd level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rangerís spell is 10 + the spell level + the rangerís Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
Unlike a wizard or a cleric, a ranger need not prepare her spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heíll cast. In addition, any meta-magic can be applied spontaneously to his spells without increasing the casting time.

For the first two levels, a ranger has no caster level. At 3rd level and higher, his caster level is his ranger level. Assume Ranger spells are similar to their druid equivalent except for level.
Table 2 : Paladin Spells Per Day
{table=head] Level | 0 | 1 |2 | 3 | 4 | 5
3 | 1 | 0 | - | - | - | - |
4 | 1 | 1 | 0 | - | - | - |
5 | 2 | 1 | 1 | - | - | - |
6 | 2 | 2 | 1 | 0 | - | - |
7 | 3 | 2 | 2 | 1 | - | - |
8 | 3 | 3 | 2 | 1 | 0 | - |
9 | 4 | 3 | 3 | 2 | 1 | - |
10 | 4 | 4 | 3 | 2 | 1 | 0 |
11 | 5 | 4 | 4 | 3 | 2 | 1 |
12 | 5 | 5 | 4 | 3 | 2 | 1 |
13 | 6 | 5 | 5 | 4 | 3 | 2 |
14 | 6 | 6 | 5 | 4 | 3 | 2 |
15 | 7 | 6 | 6 | 5 | 4 | 3 |
16 | 7 | 7 | 6 | 5 | 4 | 3 |
17 | 8 | 7 | 7 | 6 | 5 | 4 |
18 | 8 | 8 | 7 | 6 | 5 | 4 |
19 | 9 | 8 | 8 | 7 | 6 | 5 |
20 | 9 | 9 | 8 | 7 | 6 | 5 |
Ranger Spells

0-Level Ranger Spells
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-Level Ranger Spells
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals canít perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Natureís Ally I: Calls animal to fight for you.
2nd-Level Ranger Spells
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bearís Endurance: Subject gains +4 to Con for 1 min./level.
Catís Grace: Subject gains +4 to Dex for 1 min./level.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Hold Animal: Paralyzes one animal for 1 round/level.
Owlís Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spider Climb: Grants ability to walk on walls and ceilings.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Natureís Ally II: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
Antiplant Shell: Keeps animated plants at bay.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Snare: Creates a magic booby trap.
Summon Natureís Ally III: Calls animal to fight for you.
Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Nondetection: Hides subject from divination, scrying.
Stoneskin: Ignore 10 points of damage per attack.
Summon Natureís Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.
5th-Level Ranger Spells
Awaken: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Bearís Endurance, Mass: As bearís endurance, affects one subject/ level.
Bullís Strength, Mass: As bullís strength, affects one subject/level.
Catís Grace, Mass: As catís grace, affects one subject/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Death Ward: Grants immunity to all death spells and negative energy effects.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Owlís Wisdom, Mass: As owlís wisdom, affects one subject/level.
Reincarnate: Brings dead subject back in a random body.
Scrying: Spies on subject from a distance.
Summon Natureís Ally V: Calls creature to fight.

Woodland Stride (Ex)
Starting at 6th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Swift Tracker (Ex)
Beginning at 7th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -5 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)
At 8th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Long Strides (Ex)
Starting at 9th level the Ranger gets a +10 to his base land speed. He moves twice as fast when taking 5ft steps (now 10ft) or tumbling, can move at full speed when moving silently/hiding in shadows, and can stand up from prone as a minor action without provoking an AoO.

Camouflage (Ex)
A ranger of 11th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.

Mobile Combatant (Ex)
A ranger of 12th level or higher can move in combat in a much more fluid manner. He can move his full base speed and still preform a full attack, or combat maneuver as long as said maneuver does not take more than a single round. He can split his movement before and after his attack if need be. IE: He can take a 10ft step towards an enemy, full attack, and then move 30ft back.

Hide in Plain Sight (Ex)
While in any sort of natural terrain, a ranger of 15th level or higher can use the Hide skill even while being observed.

Thoughts? Concerns? Ideas? Things that don't make sense?

The Mentalist
2013-05-06, 06:02 AM
Like the floating favored enemy + feats and the fact that caster level = class level.

Dislike the massive amount of dead levels, and kind of one-trickiness of him. Maybe give him a second career path (either traps, animal minions/command (ala Beastmaster) animal transformation (ala shapeshift druid?) to fill maybe 4-5 of the 9 levels you left empty.

Might make one up as a sniper.

You left Paladin spells per day on your table by the way.

2013-05-06, 06:04 AM
I found it for ya.

Linky. (http://paizo.com/pathfinderRPG/prd/classes/ranger.html)