PDA

View Full Version : The Ranger Scout



Person_Man
2007-09-28, 02:55 PM
This is a homebrew Ranger/Scout mashup that I made a while back. After reading this thread (http://www.giantitp.com/forums/showthread.php?t=58216), I felt the need to post it again.

It's built to be balanced against Tome of Battle classes. Any critiques or build advice is welcome.

The Ranger Scout



Full BAB, d8 hit points, Strong Ref Save, Weak Fort and Will Saves, 6 Skill points per level.

Skill List: Balance, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession, Ride, Search, Spot, Sense Motive, Survival, Swim, Tumble, and Use Rope.

Light armor proficiency, no shields, simple and martial weapons.

No spellcasting, no animal companion.

Level
1) Ranger Talent, Track
2) Bonus feat
3) Ranger Talent, Trackless Step
4) Uncanny Dodge
5) Ranger Talent, Camouflage
6) Bonus feat
7) Ranger Talent, Scent
8) Evasion
9) Ranger Talent
10) Bonus feat, Keen Vision
11) Ranger Talent
12) Flawless Stride
13) Ranger Talent
14) Bonus feat, Hide in Plain Sight
15) Ranger Talent
16) Freedom of Movement
17) Ranger Talent
18) Bonus feat
19) Ranger Talent
20) Blindsight 30 ft., Killing Blow

Class Abilities:

Track: At 1st level, the Ranger gains Track as a bonus feat.

Ranger Talents:

At every odd level, the Ranger gains one talent from the following list:

Empathy (Ex): The Ranger gains the ability to use Diplomacy and Handle Animal to effect certain types of creatures that it cannot normally effect with those Skills. He may choose from the following list:

Animals, Vermin, Plants, and Fey
Aberrations and Ooze
Magical Beasts, Giants, and Dragons
Undead and Constructs
Elementals and Outsiders

Within DM discretion, if the creature he encounters can be convinced to be Helpful, then the Ranger may gain a temporary companion to act as an ally for his adventures. However, this loyalty has its limits. The Ranger cannot have a companion whose hit dice exceed his Ranger level. He cannot have more then one companion at once. If the companion is treated poorly or injured to the point of being near death, it will leave. Furthermore, the companion will not leave its natural environment in order to follow the Ranger. If he qualifies for the Leadership feat, he may choose to use it to make a companion a permanent cohort, again at the DMís discretion. Such a cohort still follows the normal Leadership rules, however (hit dice progression, leaving if mistreated, etc). The Ranger may take this Talent more then once. Each time the Ranger selects this Talent, he gains the ability to effect a new type of creature.

Favored Enemy (Ex): A ranger may select a category of creature. He gains +3 to all Skill checks involving any creature that belongs to that category.

Animals, Vermin, Plants, and Fey
Aberrations and Ooze
Magical Beasts, Giants, and Dragons
Undead and Constructs
Elementals and Outsiders
Humanoids
Monstrous Humanoids

The Ranger may take this Talent more then once. Each time the Ranger selects this talent, he gains bonuses for a new category of creature.

Deadly Strike (Ex): The Ranger gains +1d6 damage to any attack against any Favored Enemy. The Ranger must have at least one Favored Enemy in order to select this Talent. If the Ranger uses Manyshot or a similar volley effect, this bonus applies to every attack roll. The Ranger can select this Talent multiple times, and the damage bonuses stack.

Battle Fortitude (Ex): The Ranger gains +1 to all Fort Saves and +3 hit points. In addition, he gains +1 AC against any attack from a Favored Enemy. The Ranger can select this Talent multiple times, and the bonuses from Battle Fortitude stack.

Swift Movement (Ex): The Ranger gains +1 to his Reflex Save and +5 feet to his base land speed as long as he is unarmored or only wearing light armor, and is not encumbered. In addition, he gains +1 Initiative at the beginning of any combat that involves a Favored Enemy. The Ranger can select this Talent multiple times, and the bonuses from Swift Movement stack.

Nature's Blessing (Sp): The Ranger may select any of the following effects. He may use it as a Spell-like ability once per round at will, with a caster level equal to his Ranger level. Doing so is a Standard Action, which follows all of the normal rules for Spell-Like abilities. If he wears armor heavier than light armor, he must roll against spell failure for that armor.

Animal Messenger (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#animal-messenger)
Delay Poison (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#delay-poison)
Detect Secret Doors (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#detect-secret-doors)
Endure Elements (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#endure-elements)
Find Traps (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#find-traps)
Locate Object (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsHtoL.html#locate-object)
Obscuring Mist (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#obscuring-mist)
Snare (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#snare)
Spider Climb (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spider-climb)
Tongues (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#tongues)
Undetectable Alignment (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#undetectable-alignment)
Water Breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm)
Whispering Wind (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#whispering-wind)

The Ranger may select this Talent multiple times. Each time he selects it, he gains a new Spell-like ability. Regardless of the normal duration of any Spell-like ability, the Ranger Scout may only have one Nature's Blessing in effect at any given time. For example, a Ranger with Spider Climb active would have to end the effect it if he wanted to use Find Traps.

Bonus feats (Ex): At 2nd, 6th, 10th, 14th, and 18th levels, the Ranger gains a bonus feat. He must otherwise meet the pre-requisites of the feat in order to qualify. The feat must be drawn from the following list: Combat Expertise, Die Hard, Dodge, Endurance, Far Shot, Great Fortitude, Greater Two Weapon Fighting, Improved Precise Shot, Improved Two Weapon Fighting, Iron Will, Lightning Reflexes, Leadership, Manyshot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapidshot, and Two Weapon Fighting.

Trackless Step (Ex): Starting at 3rd level, a Ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Camouflage (Ex): As per the Ranger ability. In addition, the Ranger may Hide in any terrain as long as he is knowingly and purposefully Tracking or preparing to ambush a Favored Enemy in its normal environment. Thus, a Ranger with Aberrations and Oozes as a Favored Enemy could use Camouflage to Hide while preparing to ambush an Aboleth underground. But the same Ranger could not use Camouflage if he were preparing to ambush an Aboleth in a city. Camouflage does not grant the ability to Hide while being observed, even if he is only being observed casually.

Uncanny Dodge (Ex): The Ranger gains the Uncanny Dodge ability. If he already has the Uncanny Dodge ability from another class, he instead gains Improved Uncanny Dodge, and the levels of the classes stack to determine the maximum Rogue level needed to flank him.

Scent (Ex): The Ranger gains the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability.

Evasion (Ex): The Ranger gains the Evasion ability. This ability only functions while wearing no armor or light armor and while unencumbered. If he already has this ability from another class, he instead gains Improved Evasion, with the same armor and encumbrance restrictions.

Keen Vision (Ex): The Ranger gains low light vision and darkvision out to 60 feet. If he already has low light vision, then the Ranger can see three times as far as normal in dim light (instead of twice as far). If he already has darkvision, then the range of his darkvision is increased by 60 feet.

Flawless Stride (Ex): As per the Scout ability.

Hide in Plain Sight (Ex): As per the Ranger ability. In addition, the Ranger may Hide in Plain Sight in any terrain, as long as he is knowingly and purposefully Tracking, preparing to ambush, or fighting a Favored Enemy in its normal environment. Thus, a Ranger with Aberrations and Oozes as a Favored Enemy could use Hide in Plain Sight while fighting an Aboleth underground. But the same Ranger could not use Hide in Plain Sight if he were fighting an Aboleth in a city.

Freedom of Movement (Ex): As per the Scout ability.

Blindsight 30 feet (Ex): As per the Scout ability.

Killing Blow (Ex): Once per day before rolling to attack the Ranger may designate any single attack roll against a single enemy as a Killing Blow. If this attack hits and deals damage, then the enemy must make a Fort Save or die. The DC for this save is equal to the Rangerís class level (DC 20 at Ranger level 20), or twice the Ranger class level if it is a Favored Enemy (DC 40 at Ranger level 20). If the enemy passes this Save, it is still dazed for 1 round. If the attack roll misses, the Killing Blow attempt is wasted.

Dullyanna
2007-09-28, 03:53 PM
I like it, personally. It's more flexible (Which I always love), and can still do enough damage at later levels (At least against favored enemies).

Edit: Forgot to mention, kudos on removing the more useless features of rangers.

Dr. Weasel
2007-09-28, 04:44 PM
I dig it.

Why Diplomacy/Tongues/Undetectable Alignment, though?

(Actually, I like Diplomacy for most classes. You shouldn't neccessarily be a better speaker because you can sing and people shouldn't like you any less just because you can swing a sword around.)

Camoflage and Hide in Plain Sight seem a bit cumbersome. Maybe if the benefits only apply against Favored Enemies? That would make a bit more sense than being able to hide better from Goblins while stalking Zombies than you do when you're trying to sneak up on Gobbos.

Person_Man
2007-10-01, 10:06 AM
I dig it.

Why Diplomacy/Tongues/Undetectable Alignment, though?

Diplomacy is needed if Empathy is going to be a useful class feature. I included Tongues and Undetectable Alignment in case you want a Ranger that focuses on killing evil humanoids, like Orcs.


Camoflage and Hide in Plain Sight seem a bit cumbersome. Maybe if the benefits only apply against Favored Enemies? That would make a bit more sense than being able to hide better from Goblins while stalking Zombies than you do when you're trying to sneak up on Gobbos.

I agree that Camouflage and Hide in Plain Sight are cumbersome. But I didn't want it to be a blanket ability (you can always Hide everywhere). I think I might change it to only effect Favored Enemies.