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Gnorman
2016-03-14, 10:37 PM
The Ranger (E6)

Designer's Notes:
This is a pretty straightforward translation of the 3.5 Ranger into my E6 environment. This version is decidedly not a two-weapon fighter, although perhaps I will introduce an archetype in that vein. This Ranger is a mobile archery specialist, focusing on single target damage. Skirmish is added as a convenient solution to bring ranged damage up to par, while also encouraging the Ranger to stay on the move. The Ranger does not stand up well in melee combat, but has an animal companion, at full progression, to provide a distraction. As with previous editions, my goal with these E6 classes is to round out dead levels and create martial classes that can keep pace with spellcasters.

As a side note, the beastmaster's Moderate ability allows her to choose a shapeshifting Form, which is a mechanic I have not posted yet. Suffice it to say, it's very similar to the Shapeshift mechanic included in the PHBII. The Beastmaster will be able to change into one specific animal form, while the Druid will be able to select three or four over the course of six levels.

HD: d8
Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Saves
Special




Fort
Ref
Will




1st
+1
+2
+2
+0
Archetype Power (Lesser), Skirmish +1d6, Animal Companion, Wild Empathy



2nd
+2
+3
+3
+0
Favored Enemy, Hunter's Mark



3rd
+3
+3
+3
+1
Archetype Power (Moderate), Skirmish +2d6



4th
+4
+4
+4
+1
Bonus Feat, Evasion



5th
+5
+4
+4
+1
Skirmish +3d6, Camouflage



6th
+6/+1
+5
+5
+2
Archetype Power (Greater), Greater Skirmish, Pinnacle of Survival




Weapon and Armor Proficiency: The Ranger is proficient with all simple and martial weapons, light armor, and light shields.

Archetype Power: At 1st level, the Ranger chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Ranger a different set of abilities at levels 1, 3, and 6, as noted below.

Animal Companion: The Ranger has an animal companion, as per the druid ability (http://www.d20srd.org/srd/classes/druid.htm#animalCompanion). The Ranger's effective druid level is equal to her class level.

Skirmish: The Ranger deals an additional 1d6 damage on all attacks she makes during any round where she moves at least 10 feet away from where she was at the start of her turn. This damage only applies to attacks made after she was moved 10 feet, and during the Ranger's own turn.

Creatures immune with no discernible anatomies or otherwise immune to precision damage are immune to this ability.

Wild Empathy: As the ranger ability (http://www.d20srd.org/srd/classes/ranger.htm#wildEmpathy) of the same name, only the Ranger may use her Intelligence or Wisdom modifier on the check, whichever is higher, instead of her Charisma modifier.

Favored Enemy: The Ranger selects a favored enemy (http://www.d20srd.org/srd/classes/ranger.htm#favoredEnemy), gaining the listed bonuses as well as a bonus to attack rolls against that favored enemy. However, unlike the core ability, the bonus that she receives from this ability is equal to the highest of either: her Intelligence modifier, her Wisdom modifier, or +2. Additionally, if her favored enemy is immune to precision damage, she may ignore such immunity for her skirmish ability, although her skirmish damage is halved.

Hunter's Mark: Once per encounter, as a swift action, the Ranger may mark a single opponent within 60'. She must be aware of the opponent and able to perceive it somehow, although she does not have to actually see the opponent (she may designate invisible opponents as her mark, for example, if she succeeds on the appropriate Listen check). For the remainder of the encounter or until that opponent dies or becomes disabled, the Ranger ignores any miss chance from concealment or armor class bonuses from cover that the mark benefits from, and bypasses up to five points of any damage reduction that the mark possesses. If the opponent remains within 60', she is aware of its exact location no matter what; if the opponent moves outside of that range, she is aware of the general direction that her mark is in relation to her, but not its exact location until she comes within 60' of it again.

Bonus Feat: The Ranger may select a bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Ranger may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Ranger as if she had a fighter level equal to her class level.

Evasion: As the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion).

Bane of Enemies: The Ranger selects an additional favored enemy. When used against her favored enemies, any weapon she wields is considered to have the bane property for the appropriate enemy type. If the weapon is already a bane weapon, this ability has no effect. Finally, once per day, she may spend five minutes in meditation to replace one of her chosen favored enemies with another type.

Camouflage: The Ranger may use the Hide skill in any natural terrain, even without any cover or concealment.

Greater Skirmish: The Ranger may now make a full attack with a ranged weapon as a standard action, so long as she moves at least 10 feet in the same round.

Pinnacle of Survival: Once per day, the Ranger may make use of one of the following abilities.

Feral Companion: The Ranger's may cast animal growth on her animal companion. Treat this as a spell-like ability with an effective caster level of 6, except that this ability can only affect a single animal. Activating this ability is a swift action.

Peerless Stalker: For the remainder of the encounter, the Ranger may use the Hide skill even while being observed. Activating this ability is a swift action.

Slaying Arrow: The Ranger declares a single ranged attack to be a Slaying Attack. Making such an attack requires a full attack action. If the attack hits and deals damage to the target, the target must make a Fortitude save (DC = 10 + 1/2 the Ranger's level + the Ranger's Dexterity modifier) or be instantly reduced to 0 hit points. Unlike the magic item of the same name, this is explicitly not a death effect, and spells like death ward do not protect against it.



Archetypes:

Beastmaster

Lesser Archetype Power: Any animal companion that a beastmaster possesses is more powerful than most, gaining an inherent bonus to its Strength and Constitution scores equal to the beastmasters' Wisdom or Intelligence modifier, whichever is higher. In addition, once per day as a full-round action, a beastmaster may heal her animal companion, healing a total amount of damage equal to the Ranger's class level multiplied by the higher of her Wisdom or Intelligence modifier. The beastmaster must be able to touch the animal companion to do so. She may spend all of her healing pool at once, or she may mete it out in smaller increments.

Moderate Archetype Power: A beastmaster gains one Shapeshifting Form, as per the Druid ability. In addition, her animal companions also ignore the damage reduction or miss chance from concealment of opponents designated by her Hunter's Mark ability, and gain a +2 bonus to attack and damage rolls against such opponents.

Greater Archetype Power: A beastmaster gains a second animal companion. Her effective druid level for this second companion is equal to half her class level. Her animal companion healing pool is now also tripled.


Deepwood Sniper

Lesser Archetype Power: A deepwood sniper only takes a -10 penalty to her Hide check when sniping, and may attempt to hide after making a ranged attack as a swift action. She may also attempt to move at her full speed while hiding without taking the normal -5 penalty on the check.

Moderate Archetype Power: If a deepwood sniper reduces her mark to 0 or fewer hit points, she may, as a free action, mark a new opponent for the remainder of the encounter. She may do this as many times per encounter as there are opponents to kill or disable.

Greater Archetype Power: If a deepwood sniper successfully attacks an opponent who is denied her Dexterity bonus to AC, her skirmish damage is maximized. If that enemy is also one of her favored enemies, the damage from her weapon's bane property is also maximized.


Holt Warden

Lesser Archetype Power: A holt warden gains a 10' bonus to her land speed, and may move through any sort of natural undergrowth at her normal speed and without taking damage. In addition, as part of her Skirmish ability, a holt warden gains a +1 competence bonus to armor class for every 10 feet she moves in a single round. This bonus applies as soon as she moves at least 10 feet (and increases appropriately for every 10 feet of movement thereafter), and lasts until the start of her next turn.

Moderate Archetype Power: A holt warden gains the ability to cast a limited number of divine spells, drawn from the Druid list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Druid list. Her spellcasting attribute is either Wisdom or Intelligence, at the player's election; however, once chosen, this cannot be undone. She gains bonus spells for having a high spellcasting attribute, and must have a spellcasting attribute of at least 10 + the level of the spell in question to cast it. The DC of a holt warden's spells are equal to 10 + 1/2 her level + her spellcasting attribute's modifier.

Greater Archetype Power: A holt warden now knows and may cast spells from the Cleric list, in addition to Druid spells.



Level
Spells Per Day



0
1
2


1st
-
-
-


2nd
-
-
-


3rd
3
1
-


4th
3
2
0


5th
3
3
1


6th
3
3
2





Spell Lists:

Cleric Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Bless Water, Command, Cure Light Wounds, Detect Alignment, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (Lesser), Shield Other, Silence, Sound Burst, Status, Summon Monster II, Zone of Truth
3: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Summon Monster III, Tongues, Water Walk

Druid Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Chill Metal, Cure Moderate Wounds, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
3: Call Lightning, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Quench, Plant Growth, Poison, Protection from Energy, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Changelog:
3/14/16: Class originally posted.
3/18/16: Slaying Arrow changed to Pinnacle of Survival; additional options added. Medium armor proficiency removed.