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View Full Version : 3.5 Ranger Fix



lordzya
2013-06-30, 07:37 AM
My rational for these changes Ranger is a cool archtype, and I didn't want them to have to be shapechanging monsters in order to be good. So instead, I changed how many of their abilities scale. A full powered animal companion was obvious, as well as a final stage to their combat styles. I increased their caster level to allow their spells to have a chance to survive a dispel (1/2 caster level is just ridiculous). Then with skills, did anyone else think it was strange that rangers are professional hunters, but can't ask for a job? How about that they are all about perception, but can't find traps? Agile, light armored warriors, but no tumble? Well this fix adds those skills to the list, as well as trapfinding. Rangers spot and avoid traps instead of disable them, making them an alternative to rogue that doesn't directly copy their play style. I also added a DC buff to favored enemy so that a cross classed ranger (or a more specialized one, like a ranger/assassin) can show its knowledge of it's prey's anatomy and weaknesses on all fronts, instead of just on weapon damage and skills.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Animal companion, 1st favored enemy, trapfinding, wild empathy

2nd|
+2|
+3|
+3|
+0|Combat style

3rd|
+3|
+3|
+3|
+1|Endurance

4th|
+4|
+4|
+4|
+1|Track

5th|
+5|
+4|
+4|
+1|2nd favored enemy

6th|
+6/1|
+5|
+5|
+2|Improved combat style

7th|
+7/2|
+5|
+5|
+2|Woodland stride

8th|
+8/3|
+6|
+6|
+2|Swift tracker

9th|
+9/4|
+6|
+6|
+3|Evasion

10th|
+10/5|
+7|
+7|
+3|3rd favored enemy

11th|
+11/6/1|
+7|
+7|
+3| Combat style mastery

12th|
+12/7/2|
+8|
+8|
+4|Master Tracker

13th|
+13/8/3|
+8|
+8|
+8|Camouflage

14th|
+14/9/4|
+9|
+9|
+4|

15th|
+15/10/5|
+9|
+9|
+5|4th favored enemy

16th|
+16/11/6/1|
+10|
+10|
+5|Combat style Grandmastery

17th|
+17/12/7/2|
+10|
+10|
+5|Hide in plain sight

18th|
+18/13/8/3|
+11|
+11|
+6|Improved Evasion

19th|
+19/14/9/4|
+11|
+11|
+6|

20th|
+20/15/10/5|
+12|
+12|
+6|5th favored enemy[/table]

Class Skills
The rangerís class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), 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), Tumble (Dex), and Use Rope (Dex).Skill Points at 1st Level
(6 + Int modifier) ◊4.
Skill Points at Each Additional Level
6 + Int modifier.

Alignment
Any.

Hit Die
d8.

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).

Favored Enemy (Ex) - Updated
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 damage rolls against such creatures. Spells and abilities the ranger employs against favored enemies also have their DCs increased by 1. Mundane Items (like poisons) the ranger both crafts and herself employs against favored enemies also have their DCs (if any) increased by 1.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the skill and damage bonuses against any one favored enemy (including the one just selected, if so desired) increases by 2. When the skill and damage bonuses increase to +6, the DC bonus increases to +2.
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.

Animal Companion (Ex) - Updated
At 1st 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.

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.

Trapfinding - New
Rangers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

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.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the rangerís chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Track
A ranger gains Track as a bonus feat at 4th level.

Spells - Updated
A ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. 0 levels spells use the druid 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.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A rangerís caster level is equal to his ranger level.

Improved Combat Style (Ex)
At 6th level, a rangerís aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the rangerís chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)
Starting at 7th 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.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)
At 9th 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.

Combat Style Mastery (Ex)
At 11th level, a rangerís aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the rangerís chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Master Tracker (Ex) - new
Beginning at 12th level, a ranger takes only a -5 penalty (instead of the -10) when moving at up to twice normal speed while tracking.

Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.

Combat Style Grandmastery (Ex) - new
At 16th level, a rangerís aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having Shot On The Run feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Rend feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the rangerís chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Hide in Plain Sight (Ex)
While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Improved Evasion (Ex)
This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.