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Nu
2007-08-08, 07:35 PM
The core martial classes are often criticized for being vastly inferior to the new classes brought with the Tome of Battle. So, I'm going to attempt to try and balance this, starting with the ranger class...if it gets a good reaction, I may also try the barbarian and monk classes. The fighter (http://www.giantitp.com/forums/showthread.php?t=30692) and paladin (http://www.giantitp.com/forums/showthread.php?t=33551) already have quality fixes, but I'm not aware of any for the other three classes(though I'm sure they have been attempted and even successful, and would appreciate links to them). Here goes my "ranger" attempt:

Ranger

Alignment
Any.

Hit Die
d8.

Class Skills
The ranger’s 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).

Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

Table: The Ranger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Focus Pool, Animal companion, Track, Wild empathy

2nd|
+2|
+3|
+3|
+0|Combat style, Monkey aspect I, Arcane shot+1, 1st Favored Enemy

3rd|
+3|
+3|
+3|
+1|Mend companion I, Hunter's mark+1, Endurance

4th|
+4|
+4|
+4|
+1|Hawk aspect I, Viper aspect I, Kill command

5th|
+5|
+4|
+4|
+1|2nd favored enemy, Arcane shot+2, Woodland stride

6th|
+6/+1|
+5|
+5|
+2|Improved combat style, Mend companion II, Monkey aspect II

7th|
+7/+2|
+5|
+5|
+2|Hunter's mark+4, Cheetah aspect, Fast Movement +10 ft

8th|
+8/+3|
+6|
+6|
+2|Hawk aspect II, Viper aspect II, Swift tracker

9th|
+9/+4|
+6|
+6|
+3|Mend companion III, Evasion, Hunter's mark+2

10th|
+10/+5|
+7|
+7|
+3|3rd favored enemy, Arcane shot+3

11th|
+11/+6/+1|
+7|
+7|
+3|Combat style mastery, Monkey aspect III

12th|
+12/+7/+2|
+8|
+8|
+4|Mend companion IV, Hawk aspect III, Viper aspect III

13th|
+13/+8/+3|
+8|
+8|
+4|Camouflage, Hunter's mark+3

14th|
+14/+9/+4|
+9|
+9|
+4|Pack aspect, Freedom of movement

15th|
+15/+10/+5|
+9|
+9|
+5|4th favored enemy, Arcane shot+4, Mend companion V

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Hawk aspect IV, Viper aspect IV, Monkey aspect IV

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Hide in plain sight, Combat style supremacy

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Mend companion VI, Kill Command II

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Beast aspect, Hunter's mark+4

20th|
+20/+15/+10/+5|
+12|
+12|
+6|6th favored enemy, Arcane shot+5, Hawk aspect V, Viper aspect V[/table]

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).

Focus Pool
The ranger requires focus points in order to use her special abilities. Her full focus pool is equal to 10 + her wisdom modifier. If the pool is not filled to maximum, she regenerates one focus point at the beginning of her turn in combat(every 6 seconds outside of combat).

Animal Companion
A ranger may begin play with 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 are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

A 1st-level ranger’s companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. A ranger cannot replace a slain animal companion; she must have it resurrected and release it from service before obtaining a new companion if she desires one.

A ranger of 4th level or higher may select from alternative lists of animals (http://www.d20srd.org/srd/classes/druid.htm#alternativeAnimalCompanions). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.

Track
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 her ranger level and her 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 she takes a -4 penalty on the check, unless the animal is her animal companion.

Favored Enemy (Ex)
At the 2nd level, the ranger may select a favored enemy from the following list: animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, undead, and vermin. The ranger gets a bonus equal to 1/2 her ranger level to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. The ranger gets an equal bonus to damage rolls against such creatures.

The ranger may select an additional favored enemy at the 5th, 10th, 15th, and 20th levels.

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 character’s class features but does not restrict her selection of feats or special abilities in any way.

If the ranger selects archery, she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, she is treated as having the Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her combat style when wearing medium or heavy armor.

Arcane Shot (Su)
Beginning at the 2nd level, a ranger who has chosen the archery combat style can spend 2 focus points to create an arrow of force, once per round, as a free action. This arrow may be fired as a normal arrow, but it deals force damage instead of any other type of damage the weapon would deal and the ranger gets a +1 bonus on the damage roll.

A ranger who has chosen the two-weapon combat style may spend 2 focus points to enchant her off-hand weapon as a free action once per round, giving it the ability to strike with force damage. The next attack made with the ranger's offhand weapon deals force damage instead of any other type of damage the weapon would deal and the ranger gets a +1 bonus on the damage roll.

Both of these damage bonuses increase to +2 at the 5th level, +3 at the 10th level, +4 at the 15th level, and +5 at the 20th level.

Aspects
The ranger has the ability to take on the aspects of wild beasts. These aspects provide passive bonuses to the ranger. The ranger may only have one aspect active at a time. Adopting an aspect, changing aspects, or dismissing an active aspect is a free action and costs 4 focus points. The hunter loses all benefits of aspects when wearing medium or heavy armor.

Monkey Aspect (Ex)
The ranger takes on the aspects of a monkey, becoming more agile and nimble. At the 2nd level, monkey aspect gives the ranger a +2 competence bonus to climb checks and a +1 dodge bonus to AC. At the 6th level, the climb bonus increases to +4 and the dodge bonus increases to +2. At the 11th level, the climb bonus increases to +6 and the dodge bonus increases to +3. At the 16th level, the climb bonus increases to +8 and the dodge bonus increases to +4.

While using the monkey aspect, a ranger of the 6th level or higher has the effects of Uncanny Dodge (Ex). She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. A ranger of 11th level or higher using the monkey aspect has Improved Uncanny Dodge (Ex) and thus cannot be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has ranger levels.

Hawk Aspect (Ex)
The ranger takes on the aspects of a hawk, its keen eyes increasing her effectiveness with ranged weaponry. At the 4th level, hawk aspect grants the ranger a +1 bonus on her ranged weapon damage rolls. This bonus damage increases to +2 at the 8th level, +3 at the 12th level, +4 at the 16th level, and +5 at the 20th level.

If the ranger chose the archery combat style at the 2nd level, she gains the following additional benefits while using the hawk aspect: Beginning at the 4th level, she is treated as having the Arrow Mind spell active(see the Complete Adventurer). Beginning at the 8th level, she is treated as having the Improved Rapid Shot feat(see the Complete Warrior), even if she does not have the normal prerequisites for that feat. Beginning at the 16th level, she is treated as having the Greater Manyshot feat (http://www.d20srd.org/srd/psionic/psionicFeats.htm#greaterManyshot), even if she does not have the normal prerequisites for that feat.

Viper Aspect (Ex)
The ranger takes on the aspects of a viper, striking deadly blows with her offhand weapon. At the 4th level, viper aspect grants the ranger a +1 bonus to her offhand weapon's damage rolls. This bonus damage increases to +2 at the 8th level, +3 at the 12th level, +4 at the 16th level, and +5 at the 20th level.

If the ranger chose the two-weapon combat style at the 2nd level, she gains the following additional benefits while using the viper aspect: Beginning at the 4th level, she may attack with her offhand weapon at a -3 penalty in addition to her mainhand attack on a partial attack action. At 12th level, her attack penalties for fighting with two weapons are lessened by 2. Beginning at the 20th level, the critical multiplier for any offhand weapon she wields is increased by 1.

Cheetah Aspect (Ex)
The ranger takes on the aspects of a cheetah, granting quick movement. The ranger's land speed increases by 10 feet while using the cheetah aspect, obtained at the 7th level.

Pack Aspect (Su)
The ranger and her allies take on the aspects of a pack of cheetahs. All allies within a 30 foot radius of the ranger have their land speed increase by 10 feet while the ranger is using the pack aspect, obtained at the 14th level.

Beast Aspect (Ex)
The ranger takes on the aspects of the beast, strengthening her bond with her animal companion and taking on its abilities. The ranger gains all natural extraordinary abilities her animal companion possesses while using the beast aspect(but not those granted by the fact that it is an animal companion), obtained at the 19th level. The ranger and her animal companion leave no trail in natural surroundings and cannot be tracked while she uses the Beast aspect. She may choose to leave a trail if so desired.

When her animal companion is using its bestial rage ability, a ranger using the beast aspect ability gets a bonus equal to one-half of the ranger's character level to damage rolls and is immune to fear effects.

Mend Companion (Sp)
A ranger of the 3rd level or higher can heal her animal companion as a spell-like ability. The ranger extends her arms forward as they glow with green energy, and the animal companion briefly glows white as it its healed. This is a standard action which provokes an attack of opportunity, however, a successful attack does not interrupt the ability's effect. The ranger's animal companion must be within 60 feet of the ranger and in the ranger's line of sight. Using the mend companion ability consumes 4 focus points, and the ranger may use this ability 3 + her wisdom modifier times per day.

At the 3rd level, mend companion has the effect of cure light wounds. At the 6th level, mend companion has the effect of cure moderate wounds. At the 9th level, mend companion has the effect of cure serious wounds. At the 12th level, the ranger may expend a use of mend companion to use the effect of neutralize poison, remove disease, or lesser restoration on her animal companion; or expend two uses of mend companion to use the effect of remove curse, heal, or restoration on her animal companion. At the 15th level, mend companion has the effect of cure critical wounds. At the 18th level, the ranger may expend three uses of mend companion to use the effect of greater restoration on her animal companion. All of the above effects have a range of 60 feet rather than touch, and use the ranger's class level in place of caster levels. These abilities require no material components or XP costs.

The ranger may at any time after gaining the mend companion ability expend all of its uses for the day to bring a dead animal companion that was formerly in her service back to life. The ritual to do so requires 24 hours of uninterrupted prayer. The companion does not lose hit dice and returns at full HP, and the companion's body is not required. Use of the mend companion ability in this manner requires 100gp in diamonds per HD of the animal revived.

Hunter's Mark (Su)
A ranger of the 3rd level or higher has the ability to place a supernatural 'mark' on specific targets, increasing their visibility and granting the ranger supernatural sight of the target. Vulnerable spots in the target's defenses are highlighted with a red glow. Marking a target is a swift action, costs 4 focus points, has a range of 100 feet, and lasts 2 minutes(the effect does not end even if the target moves out of range or line of sight of the ranger once marked). The ranger must be able to see the target in order to mark it. The mark can be dispelled by a successful targeted dispel magic or similar effect; the DC for this dispel check is 11 + the caster's ranger level. The ranger may only have one target marked at a time.

All attackers get a +1 competence bonus to attack rolls with ranged and light weapons against a target afflicted by hunter's mark. This attack bonus increases to +2 at the 9th level, +3 at the 13th level, and +4 at the 19th level. Natural weapons are considered light weapons for the purpose of this competence bonus.

Additionally, a target afflicted by hunter's mark is always clearly visible to the ranger who marked it. The creature do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects against the hunter. The ranger instinctively knows where the target is as well.

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

Kill Command (Ex)
After scoring a deadly attack, the ranger may shout for her animal companion to score a finishing blow. Beginning at the 4th level, whenever the ranger scores a critical hit on a target her animal companion threatens, the ranger can spend a focus point and use a free action to order the companion to make a single attack. The animal companion makes this attack as an immediate action and gets a +3 circumstance bonus to the damage roll for this attack. The ranger must be able to speak to give a kill command, and the animal companion must be able to hear the ranger. At the 18th level, the circumstance bonus to damage increases to +6.

Woodland Stride (Ex)
Starting at 5th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

Improved Combat Style (Ex)
At 6th level, a ranger’s aptitude in her chosen combat style (archery or two-weapon combat) improves. If she selected archery at 2nd level, she is treated as having the Manyshot feat, even if she does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, she is treated as having the Improved Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her combat style when wearing medium or heavy armor.

Fast Movement (Ex)
At the 7th level, the ranger's base land speed increases by 10 feet. This benefit only applies when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.

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

Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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 ranger’s aptitude in her chosen combat style (archery or two-weapon combat) improves again. If she selected archery at 2nd level, she is treated as having the Improved Precise Shot feat, even if she does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, she is treated as having the Greater Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her combat style when wearing medium or heavy armor.

Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Freedom of Movement (Sp)
A ranger of the 16th level or higher can use freedom of movement(as the spell) on herself once per day, as a caster whose level is equal to one-half of the ranger's class level. While using the pack aspect, she may use this ability on an ally within 30 ft instead.

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.

Combat Style Supremacy (Ex)
At the 17th level, a ranger has completely mastered her chosen combat style(archery or two weapon combat). As before, the benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her combat style when wearing medium or heavy armor.

If the ranger selected archery at the 2nd level, she may apply the Rapid Shot feat to a partial attack action(as well as the Improved Rapid Shot feat, if she has the feat or the hawk aspect active).

If the ranger selected two-weapon combat at the 2nd level, she may strike with her offhand weapon at her full attack bonus(though any penalties for fighting with two weapons still apply) in addition to her mainhand weapon on attacks of opportunity. She may attack without penalty with her offhand weapon on a partial attack, and gains an fourth attack with her offhand weapon at a -15 penalty on a full attack.

Animal Companion
For the ranger, her animal companion is more than a mere class feature. It is a loyal ally that bravely follows the ranger into battle, trained to follow her commands to the best of its ability. It grows stronger as the ranger gains ranger levels and gains powerful new abilities, eventually becoming a much more powerful beast than it once was.

If a ranger's animal companion dies, the ranger must attempt a DC 20 Fortitude saving throw. Failure means she loses 200 experience points per ranger level, but regains one-half that amount if the companion is resurrected via normal means or by using the mend companion ability. Success on the saving throw means the ranger only loses one-half that amount, and gains all the experience points she lost back if the companion is brought back to life. When releasing an animal companion from service, the ranger loses 100 experience points per ranger level. This experience point loss cannot be undone except via wish or miracle.

Animal Companion
{table=head]Class Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special

1st-2nd|
+0|
+0|
+0|
1|Link, Share Spells

3rd-4th|
+2|
+2|
+1|
2|Evasion, Toughness, Mental Immunity

5th-6th|
+4|
+4|
+2|
3|Uncanny Dodge, Devotion

7th-8th|
+6|
+5|
+3|
4|Nature's Grace, Improved Toughness

9th-10th|
+8|
+7|
+4|
5|Multiattack

11th-12th|
+10|
+8|
+5|
6|Ferocity, Magical Beast

13th-14th|
+12|
+10|
+6|
7|Improved Uncanny Dodge

15th-16th|
+14|
+11|
+7|
8|Improved Evasion, Mettle

17th-18th|
+16|
+13|
+8|
9|Bestial Swiftness

19th-20th|
+18|
+14|
+9|
10|Bestial Rage[/table]

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level
The character’s ranger level. The ranger’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s has average base attack progression, so treat it as a character who has average base attack progression(such as a cleric or druid) of a level equal to the animal’s HD for its base attack bonus. An animal companion has good Fortitude and Reflex saves(treat it as a ranger whose level equals the animal’s HD). An animal companion gains additional points based on its Intelligence modifier for each hit die it gains(minimum of 1 per hit die) and a new feat every 3 hit dice. The master selects how to allocate these points and chooses a feat for the companion via training the animal. Every 4 hit dice, the animal companion does not gain an ability score increase as normal, but gains an additional Constitution point instead.

Keep in mind a natural weapon does not gain additional attacks as its base attack bonus increases. Also, an animal companion that attacks with only one natural weapon adds one and a half times its strength bonus to the damage roll instead of an amount equal to its strength bonus, and is considered to be wielding it with two hands for the purposes of feats such as Power Attack.

Natural Armor Adj.
The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)
A ranger can handle her animal companion as a free action(and automatically succeeds the Handle Animal check), or push it as an immediate action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
At the ranger’s option, she may have any spell(but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

Additionally, the ranger may cast a spell with a target of "You" on ranger animal companion (as a touch range spell) instead of on herself. A ranger and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type(animal).

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. A helpless animal companion does not gain the benefit of evasion.

Toughness
An animal companion gains Toughness as a bonus feat.

Mental Immunity (Ex)
An animal companion is immune to Intelligence, Wisdom, and Charisma damage.

Uncanny Dodge (Ex)
An animal companion retains its Dexterity bonus to AC(if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Nature's Grace (Su)
An animal companion gains a bonus equal to its master's Wisdom bonus(if any) to all saving throws.

Devotion (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Toughness
An animal companion gains Improved Toughness as a bonus feat(see the Complete Warrior).

Multiattack
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Ferocity (Ex)
An animal companion who hits with two or more attacks with its primary natural weapon during its own action gains an additional attack with its primary natural weapon on its next turn at a -10 penalty. If it hits with this additional attack, it gains another additional attack with its primary natural weapon on its next turn at a -15 penalty.

Magical Beast (Ex)
An animal companion may be treated as a magical beast or animal for the purposes of any spell or effect at her master's discretion at the time it affects the animal companion. It has spell resistance equal to its master's level + 5, damage reduction equal to one-third its master's level/magic, and its natural weapons count as magical weapons for the purposes of overcoming damage reduction.

Improved Uncanny Dodge (Ex)
An animal companion can no longer be flanked. This defense denies a rogue the ability to sneak attack the animal companion by flanking it, unless the attacker has at least four more rogue levels than the animal companion has hit dice.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. A helpless animal companion does not gain the benefit of improved evasion.

Mettle (Ex)
An animal companion who succeeds a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save(such as a spell with a saving throw entry of Will half or Fortitude partial) instead negates the effect. An animal companion does not gain the benefit of mettle while unconscious or sleeping.

Bestial Swiftness (Su)
An animal companion permanently has "Haste," as the spell. If the ranger is within 30 ft of her animal companion, she also has "Haste," as the spell. Multiple haste effects don't stack.

Bestial Rage(Su)
An animal companion may fly into a rage a certain number of times per day. In this rage, an animal companion temporarily gains a +6 bonus to Strength, a +6 bonus to Constitution, and becomes immune to fear effects, but takes a -2 penalty to AC. The increase in Constitution increases the animal companion’s hit points by 2 points per level, but these hit points go away at the end of the rage when its Constitution score drops back to normal(These extra hit points are not lost first the way temporary hit points are). While raging, an animal companion cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. It can use any feat it has except Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the animal companion’s (newly improved) Constitution modifier. An animal companion may prematurely end its rage. At the end of the rage, the animal companion loses the rage modifiers and restrictions and becomes fatigued(-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

An animal companion can use bestial rage only once per encounter. An animal companion may use bestial rage a number of times per day equal to one-fifth of her total hit die. Entering a rage takes no time itself, but an animal companion can do it only during its own action, not in response to someone else’s action.


Additional Feats

Sidewinder
Prerequisites
Str 13, Dex 15, Rapid Shot, Base attack bonus +6

Benefit
As a standard action, you may put a 'spin' on a projectile shot made with an arrow, increasing its damage and reducing its accuracy. It uses a normal ranged attack roll with the appropriate type of weapon, but you may subtract any number from the attack roll and add the same number to the damage roll. This number may not exceed your base attack bonus.

Special
If you take a penalty of at least -2 to the attack roll, your attack ignores the effect of strong wind. If you take a penalty of at least -4 to the attack roll, your attack ignores the effect of severe wind. If you take a penalty of at least -5 to the attack roll, your attack ignores the effect of windstorms, Wind Wall, and similar spell and spell-like effects based on wind. Hurricanes and tornadoes still make normal projectile attacks impossible.

Improved Sidewinder
Prerequisites
Dex 17, Sidewinder, Base attack bonus +11

Benefit
You may apply the Sidewinder feat to any single attack made in a full attack rather than a standard action, but only one shot per round. You must decide which attack to use it on before you make the attack roll.


My Commentary
In trying to bring the ranger up to the power level of such classes as the warblade and swordsage, I also had to overcome the inherent weakness for both ranged attacks and two-weapon fighting in the absence of precision-based damage. I think I have compensated for this. Yes, the animal companion becomes VERY powerful--this is to compensate for the fact that it usually has very limited magical item usage if it can use them at all, and to help overcome the shortcomings of two-weapon combat and archery, hoping to bring the ranger more in line with the Tome of Battle classes. The question is, did I overdo it? If so, where should I tone it down? Should I even attempt to rebalance the monk/barbarian after this? Input is appreciated and welcome. I have a tendency to tinker with homebrewed creations longer after their conception.

Yes, many of the abilities are based on the WoW "Hunter" class as well as the variant ranger from the Complete Warrior. Sidewinder based on a weapon skill from FFXI.

D Knight
2007-08-08, 08:06 PM
this looks good but i can not tell if overpowered or underpowered.also i have a question if you incress your wis do you gain a larger foucs pool or does it stay the same?

Matthew
2007-08-11, 07:12 AM
I think that this is way too specific and cluttered with Abilities, though I notice such is the general trend with new or redesigned Base Classes now. Just my opinion, but I would prefer to see a streamlined Ranger.

Morty
2007-08-11, 07:16 AM
Too druid-like and focused on mystic abilities and animal companion. Rangers shouldn't be forced into being nature-loving hippies. Also, I belive that combat styles should either be ditched or there should be more of them.

Nu
2007-08-11, 04:11 PM
I think that this is way too specific and cluttered with Abilities, though I notice such is the general trend with new or redesigned Base Classes now. Just my opinion, but I would prefer to see a streamlined Ranger.

If you try to 'streamline' the ranger, he's just going to turn into a skillmonkey who can fight with TWF or Archery about as good as a fighter. I was trying to give him abilities that set him apart, like those in the Tome of Battle.

As for m0rt, yeah, I saw the animal companion as the best way to set the ranger apart from, say, the fighter or scout. I'm sure there could be a variant created without the animal companion, but then he's just another damage-dealing skillmonkey. What do you suggest to make the ranger different from, say, a DEX-heavy fighter who focuses on archery, or a rogue or scout who takes Track, then? I mean, Favored Enemy only goes so far, even with the boosts I gave it.

Matthew
2007-08-11, 05:10 PM
If you try to 'streamline' the ranger, he's just going to turn into a skillmonkey who can fight with TWF or Archery about as good as a fighter. I was trying to give him abilities that set him apart, like those in the Tome of Battle.
Not at all. There are ways of making the Ranger a more powerful Base Class without giving him a slew of Special Abilities and forcing him down a narrow path. I'm certainly not suggesting reverting to the original presented in the PHB. The problem with this approach, to my mind, is that it doesn't do what the Tome of Battle does, which is present options for customisation. This just seems way too specific to me, but I'm not saying that it won't be a good fix for you. I'm saying it's not a good fix for me.

If you are interested, here are some previous Ranger Fixes that have turned up on the Boards. I'm pretty sure there are others I haven't noted:

Orzel’s Ranger Fix (http://www.giantitp.com/forums/showthread.php?t=50348)
Ring Snake’s Ranger (http://www.giantitp.com/forums/showthread.php?t=50314)

ShneekeyTheLost
2007-08-11, 05:29 PM
Very clearly a WoW Hunter-inspired PrC. On the whole... meh. I'd rather see a Ranger as an Initiator class, getting stuff like Tiger Claw, Desert Wind, Shadow Hand, Diamond Mind, and maybe a special one focusing on ranged attacks. Ditch the spellcasting completely in exchange. Allow it to get initiator progression as a Warblade.

Morty
2007-08-13, 01:03 PM
What do you suggest to make the ranger different from, say, a DEX-heavy fighter who focuses on archery, or a rogue or scout who takes Track, then? I mean, Favored Enemy only goes so far, even with the boosts I gave it.

Give him more abilities related to wilderness survival and tracking, and perhaps some way to use Survival skill in combat. Give him some sort of "favored terrain" bonus. Give him more combat styles. That's what I can think of now. Focus points are good idea, but they shouldn't be used to enchant weapons or make force arrows.

Devouring Rage
2007-08-13, 01:20 PM
I would make the combat styles more in depth too, like giving the ranger things that the fighter couldn't obtain with feats. Probably based off of spells or something completely original. I'd like to see a archer-based ranger not provoke attacks of opportunity with a bow, and maybe a TWF ranger able to make two disarm attempts while wielding two weapons. That'd be pretty cool.

I like what you did with favored enemy, I hated how specific it was in the PHB.

storybookknight
2007-08-13, 01:51 PM
Stole a bit from Iron Heroes, did we? I'm not sure whether I like that trend...

Ability Tokens just aren't my thing, I guess.

olelia
2007-08-13, 02:13 PM
Stole a bit from Iron Heroes, did we? I'm not sure whether I like that trend...

Ability Tokens just aren't my thing, I guess.


Actually...its a World of Warcraft conversion...he included about every ability one gets in the game.