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Dragodar
2018-05-04, 10:31 AM
Ranger (Revised)


"In the perpetual battle between man and nature, I suppose I'm a bit of a traitor."

https://i.imgur.com/7uGvMTF.png

Hit Dice: d10
Starting Age: Young
Starting Gold: 4d4x10

Class Skills
The Ranger's class skills (and the key ability for each skill) are:
Balance (DEX),
Climb (STR),
Concentration (CON),
Craft (INT),
Escape Artist (DEX),
Gather Information (CHA),
Handle Animal (CHA),
Heal (WIS),
Hide (DEX),
Jump (STR),
Knowledge: Arcana and Magic (INT),
Knowledge: Dungeoneering and Spelunking (INT),
Knowledge: Geography and Cartography (INT),
Knowledge: Nature and Science (INT),
Listen (WIS),
Move Silently (DEX),
Profession (WIS),
Ride (DEX),
Search (INT),
Sleight of Hand (DEX),
Spot (WIS),
Survival (WIS),
Swim (STR),
Tumble (DEX),
Use Rope (DEX)

Skills Points at Each Level: 6 + INT
Bonus Languages: A ranger's bonus language options include Sylvan and Undercommon.

Abilities: A Ranger's most important ability is Dexterity, for both ranged and melee attacks, armor class, and the effectiveness of several Class Features. It is closely followed by Intelligence, which is they key ability for a ranger's spells and a large factor in the effectiveness of most of his Class Features. After these, Constitution is usually the next priority for rangers, for the endurance and the HP. Charisma follows closely for the boosts it gives to the Ride and Handle Animal skills, and thus to the Wild Empathy class feature. The ranger has little use for Strength or Wisdom except insofar as carrying capacity and perception checks are concerned.

Table: The Ranger



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Class Features

Spells per Day




...

.................

...

...

...

.................

1st

2nd

3rd

4th



1st

+1
+2
+2
+0
Animal Companion, Combat Style, Dextrous Weaponmaster, Spellcasting

0

-

-

-



2nd

+2
+3
+3
+0
Evasion, Favored Enemy 1, Survivalist

0

-

-

-



3rd

+3
+3
+3
+1
Brawler Damage 1d6, Skill Focus, Wild Empathy

0

0

-

-



4th

+4
+4
+4
+1
Brawler Armor +1, Trackless Step

0

0

-

-



5th

+5
+4
+4
+1
Favored Enemy 2, Brawler Damage 2d6, Quick Feet, Ranger Bonus Feat

0

0

-

-



6th

+6/+1
+5
+5
+2
Improved Combat Style, Distracting Attack

1

0

0

-



7th

+7/+2
+5
+5
+2
Brawler Damage 3d6, Skill Focus, Woodland Stride

1

0

0

-



8th

+8/+3
+6
+6
+2
Brawler Armor +2, Swift Tracker

1

1

0

-



9th

+9/+4
+6
+6
+3
Brawler Damage 4d6

1

1

0

-



10th

+10/+5
+7
+7
+3
Favored Enemy 3, Stalker Bonus Feat, Natural Magic

1

1

1

0



11th

+11/+6/+1
+7
+7
+3
Combat Style Mastery, Brawler Damage 5d6, Skill Focus

2

1

1

0



12th

+12/+7/+2
+8
+8
+4
Brawler Armor +3, Fast Movement 10, Quicker Feet

2

1

1

0



13th

+13/+8/+3
+8
+8
+4
Brawler Damage 6d6, On the Run

2

2

1

1



14th

+14/+9/+4
+9
+9
+4
Favored Enemy 4, Hide in Plain Sight, Trained Killer

2

2

2

1



15th

+15/+10/+5
+9
+9
+5
Brawler Damage 7d6, Skill Focus, Ranger Bonus Feat

2

2

2

1



16th

+16/+11/+6/+1
+10
+10
+5
Brawler Armor +4, Fast Movement 20

3

2

2

2



17th

+17/+12/+7/+2
+10
+10
+5
Brawler Damage 8d6, Freedom of Movement

3

3

2

2



18th

+18/+13/+8/+3
+11
+11
+6
Stalker Bonus Feat, Thrill of the Hunt

3

3

3

2



19th

+19/+14/+9/+4
+11
+11
+6
Brawler Damage 9d6, Skill Focus

3

3

3

3



20th

+20/+15/+10/+5
+12
+12
+6
Favored Enemy 5, Brawler Armor +5, Bloodhound

4

3

3

3



Class Features: The following are all class features of the Stalker.[/center]

Weapon and Armor Proficiencies: Stalkers are proficient with simple and martial weapons, and with light and medium armor.

Animal Companion (Ex): A ranger starts 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 may be added to the ranger’s 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 (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion) of the same name, and the ranger's effective druid level is equal to his ranger level. 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 level below 1st.

Combat Style (Ex): A ranger must select one of four combat styles to pursue: archery, defense, heavy wield, or dual wield. For the sake of the ranger's Combat Style ability, heavy wield refers to wielding a two-handed weapon, or a one handed weapon with two hands. A ranger who wields a one handed weapon with one hand and a shield with the other does not receive the benefits of the heavy wield Combat Style. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he receives a +2 bonus on all ranged attack rolls, and is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects defense, he receives a +2 bonus to AC, and is treated as having the Dodge feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects heavy wield, he receives a +2 bonus on all melee attack rolls made while wielding a two-handed weapon, or a one handed weapon with two hands, and is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects dual wield, he receives a +2 bonus on all melee damage rolls made while dual wielding, and 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 ranger’s 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.
Improved Combat Style (Ex):At 6th level, a ranger’s aptitude in his chosen combat style improves.
If he selected archery as his combat style, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If he selected defense as his combat style, he is treated as having the Mobility feat, even if he does not have the normal prerequisites for that feat.
If he selected heavy wield as his combat style, he is treated as having the Cleave feat, even if he does not have the normal prerequisites for that feat.
If he selected dual wield as his combat style, 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 ranger’s 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.
Combat Style Mastery (Ex):At 11th level, a ranger’s aptitude in his chosen combat style improves again.
If he selected archery as his combat style, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If he selected defense as his combat style, he no longer incurs Attack of Opportunity at all.
If he selected heavy wield as his combat style, he is treated as having the Great Cleave feat, even if he does not have the normal prerequisites for that feat.
If he selected dual wield as his combat style, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.Once again, the benefits of the ranger’s 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.

Spells: A ranger has the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger may cast spells spontaneously and does not need to prepare them in advance.
To cast a spell, a ranger must have an INT score equal to at least 10 + the spell level. The DC for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s INT 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 in Table: The Ranger. In addition, he receives bonus spells per day if he has a high INT 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 INT score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger's caster level is equal to his ranger class level.

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.
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.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.

2nd-Level Ranger Spells

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Ranger Spells

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.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Water Walk: Subject treads on water as if solid.

4th-Level Ranger Spells

Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection: Hides subject from divination, scrying.

Dextrous Weaponmaster (Ex): Upon reaching 2nd level, Ranger may substitute his DEX modifier for his STR modifier for all melee attack and damage rolls, as well as the damage modifier for composite longbows, and any other STR related bonuses to melee attacks and damage.

Evasion (Ex): At 2nd level and higher, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Favored Enemy (Ex): At 2nd level, a ranger may select a type of creature from among those given in the following list. 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given in the list. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 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 ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Aberration
Animal
Construct
Dragon
Elemental
Fey
Giant
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Magical beast
Monstrous Humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (native)
Outsider (water)
Plant
Undead
Vermin

Survivalist: At 2nd level, a ranger is treated as having both the Endurance and Track feats.

Wild Empathy (Ex): At 3rd level, a ranger can improve the attitude of an animal. This ability functions just like a Diplomacy (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html) check to improve the attitude of a person. The ranger rolls 1d20 and adds his Handle Animal skill 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.

Skill Focus: At 3rd level, the ranger gains Skill Focus as a bonus feat. He must apply the feat to one of his class skills. Every 4 levels thereafter (7th, 11th, 15th, 19th), he gains Skill Focus for another class skill.

Brawler (Ex): A ranger learns to deal extra damage and improve his defense when truly in the zone. When he first gains this ability, the ranger chooses to specialize in Rampage Brawling or Whirlwind Brawling, depending on his propensity for moving around the battlefield. Once this decision is made, it may not be changed later.
Rampage Brawling confers extra damage and improved armor class for rangers who prefer to remain still and dish out as many stinging attacks as possible, while Whirlwind Brawling confers the same bonuses for rangers who prefer to leap and bound around the battlefield, making powerful, isolated attacks.
A ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the Brawler ability from another class, the bonuses stack.

(Recommended for Combat Styles: Heavy Wield, Defense)

Brawler Damage: At 3rd level, he deals an extra 1d6 points of damage on a single attack during any round in which he moves at least 15 feet. Because moving 15 feet is a move action, this ability limits the ranger to a maximum of one attack for the round. This extra damage increases by 1d6 every other level (2d6 at 5th, 3d6 at 7th, 4d6 at 9th, etc up to 9d6 at 19th).
Brawler Armor: At 4th level, a ranger gains a +1 competence bonus to Armor Class during any round in which he moves at least 15 feet. The bonus lasts until the start of his next turn. Because moving 15 feet is a move action, this ability limits the ranger to a maximum of one attack for the round. This bonus improves by 1 for every four levels gained above 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
(Recommended for Combat Styles: Archery, Dual Wield)

Brawler Damage: At 3rd level, he deals an extra 1d6 points of damage on a single attack during any round in which he makes a full attack action. The extra damage applies only to one attack per turn, but the ranger may choose which attack this is. Because making a full attack action prevents the ranger from taking a move action during that round, this ability can only apply during a round in which the ranger remains stationary. This extra damage increases by 1d6 every other level (2d6 at 5th, 3d6 at 7th, 4d6 at 9th, etc up to 9d6 at 19th).
Brawler Armor: At 4th level, a ranger gains a +1 competence bonus to Armor Class during any round in which he makes a full attack action. The bonus lasts until the start of his next turn. Because making a full attack action prevents the ranger from taking a move action during that round, this ability can only apply during a round in which the ranger remains stationary. This bonus improves by 1 for every four levels gained above 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).

Trackless Step (Ex): Beginning at 4th level, a ranger cannot be tracked. See the druid class feature, page 36 of the Player's Handbook.

Quick Feet: Beginning at 5th level, a ranger is treated as having the rogue's Uncanny Dodge class feature. The ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Quicker Feet: At 12th level, a ranger is treated as having the rogue's Improved Uncanny Dodge class feature. The ranger can no longer be flanked. This defense denies an enemy the ability to sneak attack the ranger by flanking him.

Ranger Bonus Feat: At 5th level, and again at 10th level and 15th level, a ranger may choose a bonus feat from the following list:

Acrobatic: +2 to Jump and Tumble checks
Agile: +2 to Balance and Escape Artist checks
Alertness: +2 to Listen and Spot checks
Animal Affinity: +2 to Handle Animal and Ride checks
Athletic: +2 to Climb and Swim checks
Deceitful: +2 to Disguise and Forgery checks
Deft Hands: +2 to Sleight of Hand and Use Rope checks
Diligent: +2 to Appraise and Decipher Script checks
Investigator: +2 to Gather Information and Search checks
Negotiator: +2 to Diplomacy and Sense Motive checks
Nimble Fingers: +2 to Disable Device and Open Lock checks
Persuasive: +2 to Bluff and Intimidate checks
Self-Sufficient: +2 to Heal and Survival checks
Stealthy: +2 to Hide and Move Silently checks

Distracting Attack (Ex): Starting at level 6, a ranger is capable of using his mental edge and cool head to psyche his enemies out and get in their heads. Whenever a ranger hits a Favored Enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by the ranger for the purpose of adjudicating his allies’ attacks. For example, if the ranger's rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack. This flanked condition lasts until either the enemy is attacked by one of the ranger's allies or until the start of the ranger's next turn, whichever comes first. Only enemies that fall under the subtype of one of the ranger's Favored Enemies are affected. This is an extraordinary ability. This ability confers its effect even on creatures that normally can’t be flanked, but does not allow creatures that are normally immune to sneak attacks to be sneak attacked.

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.

Natural Magic (Ex): At 10th level, a ranger can cast spells more quickly than usual in the heat of battle. He can cast most of his ranger spells faster than normal. If the spell normally requires a standard action, he can cast it as a swift action. If it normally requires a full round to cast, he can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feature.

Fast Movement (Ex): At 12th level, rangers gain a 10 foot bonus to their Base Land Speed. At 16th level, this bonus increases to 20 feet. A ranger loses this bonus when wearing medium or heavy armor, or when carrying a medium or heavy load.

On the Run (Ex): Starting at level 13, a ranger can, when using an attack action (whether melee or ranged), move both before and after the attack, provided that his total distance moved is not greater than his base land speed. Moving in this way does not provoke an attack of opportunity from the defender he attacks, though it might provoke attacks of opportunity from other creatures, if appropriate.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed.

Trained Killer: At level 14, the ranger has trained extensively in anatomy and biology, and as such carries a unique advantage in combat. He adds his INT modifier to all damage rolls.

Freedom of Movement (Ex): At 17th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Thrill of the Hunt (Su): A great ranger will not rest until their quarry is caught. A ranger of 18th level or higher who is tracking does not need to eat or sleep as long as they continue making the Survival check necessary to keep the trail. They also do not suffer from the effects of fatigue or exhaustion, no matter how long they move, even when running, so long as they are still tracking. If the trail is broken or if the ranger catches his prey, the ranger takes no immediate ill effects, but must wait a period of 1 day with 1 full rest before he may regain the effects of this ability. He may track in the meantime, but does not receive these benefits. This ability is also conferred upon the ranger’s animal companion, but not any party members or other comrades. In order to gain the benefits of this ability, the ranger must be actively tracking a target via Survival checks or other normal tracking mechanics (whatever is applicable). Simply declaring that he is hunting them does not suffice. Although this ability is a Supernatural ability, it is not affected by antimagic fields and cannot be dispelled.

Bloodhound (Sp): A 20th level ranger who picks up a trail when tracking gains the effects of a Find the Path spell (with the tracked creature accessible as the target destination). As a result, the target destination moves as the creature does. The ranger may also receive this effect if he possesses a sample from the target with which to trace their scent. This ability is a location divination effect with a caster level equal to your ranger level; when you use it to track a creature protected by anti-divination effects, you may make a caster level check against a DC equal to 10 + the caster level of the effect, and bypass it if successful.
When tracking a creature that is using the Bluff skill, you may attempt to circumvent it with this effect as you would any other anti-divination effect. Use the normal DC indicated in the Bluff description.

Dragodar
2018-05-04, 10:37 AM
Was GMing a game with a ranger PC and he was weak and boring as hell so I decided to bump the ranger up a tier, or at least give it some more exciting flavor even if it doesn't change the tier much. This Revised Ranger should definitely have enough crunch to be more powerful than the original, and at the very least has enough fluff that it will be a lot more fun to play.

Essentially, made the following changes:

Beefed up the ranger's HP with a d10 instead of d8, since he's mainly a martial class anyway.
Made the ranger a little less MAD by basing spellcasting on INT instead of WIS, and basing most class features on either DEX or INT, or both.
Increased spellcasting ability by adjusting the ranger's spells per day, thereby noticeably increasing his overall power level, especially at early levels.
Borrowed new class features from homebrew classes, 5e, and several other resources, in order to flesh out the ranger's fluff/flavor profile as well as increase his overall effectiveness on the battlefield.
Gave the ranger some movement related abilities including skirmish and fast movement, to reward lots of movement around the battlefield, thus making him a dynamic player in combat rather than a point-and-shoot bot.

aimlessPolymath
2018-05-04, 01:33 PM
Critique:

Combat Style: In what sense are you "treated as" having the feat vs. actually having it?
Great Cleave at 11 is not particularly meaningful IMO.

Dextrous Weaponmaster at 2 presents a bit of a conundrum for players at level 1- do you gimp your character for the first level, or put points in a relatively unimportant stat?

One downside to having spellcasting from 1 is that it sort of peters off at later levels when you stop getting new spell levels. A minor spellcasting feature at 16 would help with this- perhaps something analogous to Battle Blessing?

Skirmish is fine, but keep in mind that it interacts very differently with ranged attacks or TWF (which rely on full attacks to get their damage out, and so are losing most of their normal damage to get this instead) vs. Single Weapon style (which is more OK with charging in and making big Power Attacks, a benefit which stacks with this). Also note interactions with Lion's Charge, Rhino's Rush (both ranger spells), which favor melee styles.

Quick Feet just seems worse than the Mobility feat?

Ranger Bonus Feat looks cool, though you already have multiple copies of Skill Focus.

Various Methods exacerbates the issue I mentioned with Dextrous Weaponmaster. Also note that many Ranger spells enhance skills anyway, plus you already have the bonus feats- this may just be overkill. (If the feature was "X times per day, add +4 to a single skill check", how would you feel about it in the context of the class?)

Distracting Attack is fine, but triggering sneak attack and adding +2 to a single attack roll aren't really great benefits for a level 9 feature.

On the Run- is this a combination of Shot on the Run and Spring Attack?

Trained Killer... You have full BAB, skirmish, are dependent on exactly two stats already... I don't know that "more bonuses" are what the class needs at level 14.

Thrill of the Hunt seems mediocre for something you get at 18th level (by which point lots of divinations and such have become available, as is teleportation).

Dragodar
2018-05-04, 01:57 PM
Thanks for the feedback! Addressing the issues...


Combat Style: In what sense are you "treated as" having the feat vs. actually having it?
Great Cleave at 11 is not particularly meaningful IMO.
I borrowed that terminology directly from the original text on the srd20. I assume it means you get the feat but it doesn't count against your one-feat-every-three-levels limit.


Dextrous Weaponmaster at 2 presents a bit of a conundrum for players at level 1- do you gimp your character for the first level, or put points in a relatively unimportant stat?
Good point, simple fix. Switched it to level 1.


One downside to having spellcasting from 1 is that it sort of peters off at later levels when you stop getting new spell levels. A minor spellcasting feature at 16 would help with this- perhaps something analogous to Battle Blessing?
Again, good point. I'm switching out Various Methods for Battle Blessing at level 10.


Skirmish is fine, but keep in mind that it interacts very differently with ranged attacks or TWF (which rely on full attacks to get their damage out, and so are losing most of their normal damage to get this instead) vs. Single Weapon style (which is more OK with charging in and making big Power Attacks, a benefit which stacks with this). Also note interactions with Lion's Charge, Rhino's Rush (both ranger spells), which favor melee styles.
As far as I can see, it should work just fine with ranged attacks, but I am whipping up a rework of skirmish to favor TWF.


Quick Feet just seems worse than the Mobility feat?
You're absolutely right, hadn't thought about that. Switched it out for Mobility.


Ranger Bonus Feat looks cool, though you already have multiple copies of Skill Focus.
Of the core classes, I want the ranger to be the second best skill monkey after rogue. He still has fewer skill points than rogue, but gets a lot of skill bonuses.


Various Methods exacerbates the issue I mentioned with Dextrous Weaponmaster. Also note that many Ranger spells enhance skills anyway, plus you already have the bonus feats- this may just be overkill. (If the feature was "X times per day, add +4 to a single skill check", how would you feel about it in the context of the class?)
You're right about this one too. Switching out Various Methods for Battle Blessing as per your suggestion.


Distracting Attack is fine, but triggering sneak attack and adding +2 to a single attack roll aren't really great benefits for a level 9 feature.
It's mostly for flavor. Wouldn't be a constantly useful ability but could come in handy in some situations.


On the Run- is this a combination of Shot on the Run and Spring Attack?
Yes.


Trained Killer... You have full BAB, skirmish, are dependent on exactly two stats already... I don't know that "more bonuses" are what the class needs at level 14.
I wanted to make the ranger more powerful and effective on the battlefield. I'm ok with it if it raises it a tier. I want the ranger doing lots of damage with his martial combat, especially at higher levels. Besides, adding the INT modifier scales down as the ranger levels up.


Thrill of the Hunt seems mediocre for something you get at 18th level (by which point lots of divinations and such have become available, as is teleportation).
Again, really just for flavor. I tend to GM roleplay-heavy groups so a lot of class features in my homebrew classes are pretty fluffy.

aimlessPolymath
2018-05-04, 04:03 PM
As far as I can see, it should work just fine with ranged attacks, but I am whipping up a rework of skirmish to favor TWF.

It functions just fine with ranged attacks, but that doesn't mean it's good for ranged attackers.

As a ranged attacker or a TWF fighter, you have several feats (rapid shot/Manyshot or the X Two-weapon fighting) intended to deliver the effect of multiple attacks, making up for individually weak strikes. However, these abilities are either unusable in rounds you can't make full attacks (such as if you move to trigger Skirmish), or explicitly do not stack (Manyshot).

As a one-weapon fighter, you can use Power Attack efficiently with Skirmish, because both of them are built around making single powerful attacks (to say nothing of the synergies with Cleave)



I wanted to make the ranger more powerful and effective on the battlefield. I'm ok with it if it raises it a tier. I want the ranger doing lots of damage with his martial combat, especially at higher levels. Besides, adding the INT modifier scales down as the ranger levels up.
A 30% or higher accuracy buff is nothing to sniff at, and remains relevant regardless of level.
In any case, I'm making the statement that what a ranger needs is not necessarily more and higher numbers, but ways of making those numbers still meaningful and useful later on. Fighters and rogues can dish out a whole lot of damage, but that isn't necessarily what holds them back.