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    Default The Ranger Rebuilt (D&D, 3.5, PEACH)

    The Ranger


    Alignment- Any.
    Hit Die- d8.
    Class Skills- The ranger’s class skills (and the key ability for each skill) are Balance (Dex), 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), Tumble (Dex) and Use Rope (Dex).
    Skill Points at 1st Level- (6 + Int modifier) ×4.
    Skill Points at Each Additional Level- 6 + Int modifier.

    {table=head]Level|Base Attack|Fort|Ref|Will|Special|1st|2nd|3rd|4th
    1st|+1|+2|+2|+0|1st favored enemy, Track, Combat Style (Basic)|—|—|—|—
    2nd|+2|+3|+3|+0|Wild empathy|—|—|—|—
    3rd|+3|+3|+3|+1|Animal companion, Bonus Feat|—|—|—|—
    4th|+4|+4|+4|+1|Evasion, 2nd favored enemy|0|—|—|—
    5th|+5|+4|+4|+1|Combat Style (Improved)|0|—|—|—
    6th|+6/+1|+5|+5|+2|Swift Tracker, Bonus Feat|1|—|—|—
    7th|+7/+2|+5|+5|+2|Resist Nature’s Lure|1|—|—|—
    8th|+8/+3|+6|+6|+2|Camouflage|1|0|—|—
    9th|+9/+4|+6|+6|+3|Master Tracker, Bonus Feat|1|0|—|—
    10th|+10/+5|+7|+7|+3|Combat Style (Greater)|1|1|—|—
    11th|+11/+6/+1|+7|+7|+3|Speak with Animals|1|1|0|—
    12th|+12/+7/+2|+8|+8|+4|4th favored enemy, Bonus Feat|1|1|1|—
    13th|+13/+8/+3|+8|+8|+4|Wild Casting|1|1|1|—
    14th|+14/+9/+4|+9|+9|+4|Hide in plain sight|2|1|1|0
    15th|+15/+10/+5|+9|+9|+5|Combat Style (Master), Bonus Feat|2|1|1|1
    16th|+16/+11/+6/+1|+10|+10|+5|Perfect Tracker, 5th favored enemy|2|2|1|1
    17th|+17/+12/+7/+2|+10|+10|+5|Nature Walk|2|2|2|1
    18th|+18/+13/+8/+3|+11|+11|+6|Bonus Feat|3|2|2|1
    19th|+19/+14/+9/+4|+11|+11|+6|Hunter’s Eye|3|3|3|2
    20th|+20/+15/+10/+5|+12|+12|+6|Combat Style (Perfect), 6th favored enemy|3|3|3|3[/table]

    Weapon and Armor Proficiency- A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    Favored Enemy (Ex)- At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains an insight bonus equal to his Wisdom modifier on weapon attack and damage rolls, armor class, saving throws, and Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival against creatures of this type. The bonus to AC and saving throws does not apply when the ranger is flat-footed or otherwise denied his Dexterity bonus to armor class.

    At 4th level and every four levels thereafter, the ranger may select an additional favored enemy from those given on the table. Alternately, he may select an already-chosen favored enemy an increase his bonuses against them, as shown on the table below.

    {table]First chosen|+Wis mod to attack, damage, AC, saves, skills
    First improvement|+2x Wis mod to attack, damage, AC, saves, skills
    Second improvement|+1/2 ranger level to damage, skills; +Wis mod to spell save DCs
    Third improvement|+1/2 ranger level to damage, AC, saves
    Fourth improvement|+ranger level to damage, skills, +1/2 ranger level to spell save DCs
    Fifth improvement|+ ranger level to attack, AC, saves[/table]

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. 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.

    Track- A ranger gains Track as a bonus feat.

    Combat Style (Ex)- At 1st level, a ranger picks one of two paths, archery or two-weapon fighting. As he levels up, he gains abilities based on which path he picked.

    {table=head]Level|Archery|Two-Weapon Fighting
    Basic|You never provoke attacks of opportunity for using ranged weapons, and you may add your Dexterity modifier to damage rolls. You also gain Precise Shot* as a bonus feat, even if you do not meet the prerequisites.|When wielding a weapon in each hand, you may add your Dexterity modifier to damage. You also gain Two-Weapon Fighting* as a bonus feat, even if you do not meet the prerequisites.
    Improved|Your arrows are unaffected by nonmagical winds. You may ignore the miss chance from magical winds and barriers such as wind wall or entropic shield as long as your attack roll exceeds your target’s armor class by 5 or more.|When wielding two weapons (or a two-sided weapon) and attacking a foe with damage reduction, each consecutive hit ignores an additional five points of DR. For example, against a creature with DR 10/—, damage from your first attack would be reduced by 10, damage from your second attack would be reduced by 5, and damage from your third attack, and any subsequent attacks, would not be reduced at all. This reduction resets at the end of your turn.
    Greater|As a standard action that does not provoke attacks of opportunity, you may make a single ranged attack against every enemy in a 20ft radius, centered anywhere within one range increment of your currently wielded weapon.|When wielding two weapons (or a two-sided weapon), and attacked in melee, you may make an opposed attack roll. If successful, you block the attack and suffer no ill effects. If you succeed by 5 or more, you may immediately make a single attack with your off hand. You may use this ability a number of times per round equal to your Dexterity modifier. If you have the Deflect Arrows feat, you may use this ability to block ranged attacks. If you succeed by 5 or more, you may chose to deflect the arrow into any target within 30ft, using the original attack roll.
    Master|When wielding a ranged weapon, you may make ranged attacks of opportunity against any target within one-half the range increment of your currently wielded weapon, rounded down. You may make a number of ranged attacks of opportunity each turn equal to your Dexterity modifier. This does not stack with the Combat Reflexes feat.|When wielding two weapons (or a two-sided weapon), as a standard action you may move up to your speed and make a full attack. You do not provoke attacks of opportunity for this movement.
    Perfect|As a standard action, you may move up to your speed and make a number of attacks at your full base attack bonus equal to your Dexterity modifier. You do not provoke attacks of opportunity for this movement.|When wielding two weapons, any time you are capable of making one or more melee attacks, such as an attack of opportunity, you may make a full attack.[/table]

    Wild Empathy (Ex)- Starting at 2nd level, a ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Wisdom 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.

    Animal Companion (Ex)- At 3rd level, a ranger gains an animal companion. This ability functions like the druid ability of the same name, and he treats his ranger level as equal to his druid 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 effective druid level below 1st.

    Bonus Feat- At third level, and every subsequent third level, a ranger gains a bonus feat, drawn from the list below. All rangers may take feats from the ‘universal’ categories; the other categories are based on his combat style. He must meet all prerequisites for the feat before he can take it, except for ability score requirements.

    Universal: Dodge*, Mobility*, Spring Attack*, Deflect Arrows, Exotic Weapon Proficiency, Endurance, Mounted Combat, Weapon Focus, and Natural Bond (CAdv).

    Archery: Power Shot*, Point-Blank Shot*, Far Shot, Rapid Shot, Manyshot, Shot on the Run, Zen Archery, Improved Manyshot (CWar), Mounted Archery, Rapid Reload, Crossbow Sniper (PHB2), Ranged Disarm, Ranged Pin, Ranged Sunder, Aquatic Shot (SW), Greater Manyshot (XPH), Improved Precise Shot, and Penetrating Shot (PHB2), Barrage*, Improved Barrage*, Crippling Shot*.

    Two-Weapon Fighting: Improved Two-Weapon Fighting*, Greater Two-Weapon Fighting*, Two-Weapon Defense*, Improved Two-Weapon Defense*, Greater Two-Weapon Defense*, Two-Weapon Pounce*, Whirlwind Attack, Combat Reflexes, Combat Expertise, Oversized Two-Weapon Fighting (CAdv), Two-Weapon Rend (PHB2), and Dual Strike (CAdv).

    *: new or revised feat described below.

    Spells- Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger may cast any spell he knows ahead of time, without having to prepare it like a cleric does. A ranger only knows a limited number of spells, as shown on the table below.

    To cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

    Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level -3.

    Spells Known
    {table=head]Level|1st|2nd|3rd|4th
    1st|—|—|—|—
    2nd|—|—|—|—
    3rd|—|—|—|—
    4th|2|—|—|—
    5th|2|—|—|—
    6th|3|—|—|—
    7th|3|—|—|—
    8th|4|2|—|—
    9th|4|2|—|—
    10th|5|3|—|—
    11th|5|3|2|—
    12th|5|4|2|—
    13th|5|4|3|—
    14th|5|5|3|2
    15th|5|5|4|2
    16th|5|5|4|3
    17th|5|5|5|3
    18th|5|5|5|4
    19th|5|5|5|4
    20th|5|5|5|5[/table]

    Swift Tracker (Ex)- Beginning at 6th 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. In addition, he may track the movements of creatures which float or otherwise traverse terrain without touching the ground, albeit at a -5 penalty. He may not track creatures which fly more than 10ft off the ground.

    Resist Nature’s Lure (Ex)- Starting at 7th level, a ranger gains an insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, fey, plants and vermin equal to his Wisdom modifier.

    Evasion (Ex)- At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

    Camouflage (Ex)- A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Master Tracker (Ex)- A ranger of 9th level or higher can follow tracks no matter what. Class abilities from characters of a lower level than him and spells and magic items with a lower caster level than his ranger level can no longer hide a target’s tracks from him. In addition, he may now track flying creatures, albeit at a -10 penalty.

    Speak with Animals (Su)- Starting at 11th level, a ranger may communicate with all animals as though they shared a language. This allows him to make Wild Empathy checks in a manner indistinguishable from Diplomacy checks with humans.

    Wild Casting (Ex)- Starting at 13th level, a ranger may cast ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a swift action, you may cast it as a free action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with a longer casting time are not affected by this ability.

    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.

    Perfect Tracker (Ex)- Beginning at 16th level, a ranger no longer needs to concentrate to follow tracks. He may move at any speed, talk, and even fight without losing the trail. In addition, he may continue to track his quarry across planar boundaries and despite the use of teleportation spells, provided he has some means of crossing the intervening distance.

    Nature Walk (Su)- At 17th level, a ranger gains the ability to cross massive distances with a single step. As a full-round action that provokes attacks of opportunity, he may lead up to one creature per level through Fairie, and back into reality. This ability works similarly to the spell greater teleport, but the start and end-points must be in the middle of prominent wilderness areas, such as forests or deserts. The teleportation itself takes 10 minutes per 100 miles traversed. He may use this ability a number of times per day equal to his Wisdom modifier.

    Hunter’s Eye (Ex)- At 19th level, a ranger has been hunting his favored enemies so long that his skill boarders on the supernatural. He is instantly aware of any favored enemy within (ten times Wisdom modifier) feet, unless their ECL is greater than his ranger level plus his Wisdom modifier. In addition, a number of times per day equal to his Dexterity modifier, he may, as a standard action, make a full attack against a favored enemy. The damage ignores all forms of damage reduction, and the target must make a Fortitude save (DC 10+ ˝ your range level + the number of favored enemy iterations you have against them) or be slain instantly. Even if he misses all attack rolls, the ability is still consumed.


    New/Revised Feats

    Universal
    Spoiler
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    Dodge
    Prerequisite: Dexterity 13
    Benefit: Gain a dodge bonus to armor class equal to 1/5 your character level, minimum 1. (ex, +1 at 1st level, +2 at 10th, +3 at 15th, +4 at 20th)
    Special: Remove this feat from the prerequisite tree for any feat line which also includes Mobility (Shot on the Run, etc). A fighter may select Dodge as one of his fighter bonus feats.

    Mobility
    Prerequisite: Dexterity 13
    Benefit: Gain a +5 inherit bonus to base land speed, and a +4 dodge bonus to armor class against attacks of opportunity provoked by your movement.
    Special: A fighter may select Mobility as one of his fighter bonus feats.

    Spring Attack
    Prerequisite: Dexterity 15, Mobility, BAB +4
    Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
    Special: A fighter may select Spring Attack as one of his fighter bonus feats.

    Deflect Arrows
    Prerequisite: Combat Expertise, Dexterity 13
    Benefit: Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
    Special: At 10th level, gain an additional use of this feat every round. At 20th level, gain a third use of this feat every round. A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.


    Archery
    Spoiler
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    Barrage
    Prerequisite: Dex 17, Precise Shot, Rapid Shot, BAB +9
    Benefit: As a full-round action, you may fire dozens of arrows into the air, peppering a single area with shafts. All targets within a 10ft radius must make Reflex saves with a DC equal to 10+1/2 your BAB+your Dexterity modifier or be stuck by one arrow per point of Dexterity modifier, with each arrow inflicting normal weapon damage. On a success, they are only struck by one arrow. You cannot apply precision-based damage, Power Shot damage, or any other ability that normally applies to a single shot to this ability. Damage reduction still applies to each individual arrow.
    Special: A fighter may select Barrage as a bonus feat.

    Improved Barrage
    Prerequisite: Dexterity 19, Precise Shot, Rapid Shot, Barrage, BAB +12
    Benefit: You may either use the Barrage feat as a standard action, or affect a 20ft radius. In addition, Targets who fail their saves are struck by 1d4 arrows per point of Dexterity modifier, and those who succeed on their saves are struck by 1d4 arrows.

    Crippling Shot
    Prerequisite: Dex 15, Precise Shot, BAB +6
    Benefit: You may take a -2 penalty on a ranged attack roll to attempt to cripple an opponent by wounding their legs. Anyone struck by your attack must make a Fortitude save, with a DC equal to the damage dealt. If it fails its save, its speed is reduced by half. If it it affected by this ability a second time, it is immobilized. The condition lasts for 1 hour, or until the victim receives the benefit of a DC 15 Heal check.

    Precise Shot
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
    Special: A fighter may select Precise Shot as one of his fighter bonus feats.
    This feat replaces Point-Blank Shot as a prerequisite for all feats, prestige classes, and so on.

    Power Shot
    Prerequisite: Str 13
    Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    Special: If you attack with a longbow or greatbow, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Shot to the damage dealt by a crossbow. A fighter may select Power Shot as one of his fighter bonus feats.


    Two-Weapon Fighting
    Spoiler
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    Two-Weapon Fighting
    Prerequisite: Dexterity 15
    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6, for a total penalty of -2 with each hand. During a full attack, you may make one attack with your off-hand weapon for each attack you make with your main hand, at the same base attack bonus. For example, a 6th level fighter would make two attacks with his main hand at +6 and +1, and two attacks with his off hand at +6 and +1.
    Special: A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

    Improved Two-Weapon Fighting
    Prerequisite: Two-Weapon Fighting, Dex 17, BAB +6
    Benefit: Any time you can attack with your main hand, you may also attack with your off-hand as part of the same action, and at the same BAB.
    Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

    Greater Two-Weapon Fighting
    Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, Dex 19, BAB +11
    Benefit: You no longer suffer a penalty on attack rolls for fighting with two-weapons. In additions, when making combat maneuvers like disarm and trip attempts, you may make two attempts with the same action.
    Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.

    Two-Weapon Defense
    Prerequisite: Two-Weapon Fighting, BAB +3
    Benefit: When wielding two weapons, you gain a shield bonus to AC equal to the number of two-weapon fighting feats you possess (counting this one). When you are fighting defensively or using the total defense option, this bonus increases to two times the number of two-weapon fighting feats you possess.
    Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

    Improved Two-Weapon Defense
    Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, BAB +6
    Benefit: When fighting with two weapons, if an opponent makes a melee attack and misses by less than the bonus from your Two-Weapon Defense feat, you may make an attack of opportunity with your off-hand weapon. Improved Two-Weapon Fighting does not apply to this action.
    Special: A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats.

    Greater Two-Weapon Defense
    Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, BAB +11
    Benefit: When making your attack of opportunity from Improved Two-Weapon Defense, you may attack with both weapons, as per Improved Two-Weapon Fighting.
    Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.

    Two-Weapon Pounce
    Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, BAB +6
    Benefit: While fighting with two weapons, you may make a full attack at the end of a charge.
    Last edited by Grod_The_Giant; 2012-03-05 at 01:41 PM.
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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    Xechon's Avatar

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    I'm sorry, all I see here is the ranger now has a large amount of new class features, and even more continuations of the original ones. You also just made it so that a ranger can surpass the normal status quo for archery or 2-Weapon fighting and got rid of dead levels, and for those aspects I say bravo, but...The ranger isn't an underpowered class. There is no need for this kind of boost. And, to my own personal disappointment, I still see spells and a animal companion. The Lord of the Rings rangers from which D&D was copying from had neither of these, and I honestly prefer it that way, but that's just me.

    Umm, yeah...I don't see anything significant that can be used to balance this, so unless you are planning on doing the same boost for all classes and monsters to compensate, a whole new view on fixing the ranger class needs to be taken. I do believe it needs to be fixed, but this seems to be a bit over the edge. I may be wrong, and am just being totally stupid, and I mean no insult whatsoever. This looks like one of my first homebrews.
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    NeoSeraphi's Avatar

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Wow. So...the ranger is able to track creatures across dimensions. Across teleports. Even if they appear to leave no tracks. But he still can't follow flying creatures or creatures who do not walk on the ground (and thus don't leave tracks). Seems...odd.

    Rangers need Balance and Tumble. Doesn't make sense for them not to have it.

    The increase in HD was neither necessary nor fitting of the fluff. Rangers aren't fighters or barbarians. I agree with all your awesome mobility boosts, but the point of a skirmisher is to be light of foot. D8 makes the most sense here.

    Favored Enemy: The Wis to AC should not apply whenever the ranger is denied his Dexterity modifier to his AC. If he's not aware of an attack, all the knowledge and understanding of the enemy won't stop the attack from connecting.

    Also, as a legendary hunter of the creature's race, the ranger should get bonuses to Intimidate along with the other skills. (I know it's not a class skill. Doesn't mean he can't make the check, especially with the boost)

    Speak with Animals: You should clarify how this works with your Wild Empathy ability. Seems like Wild Empathy combined with speak with animals should give you some kind of bonus to Charisma checks with animals.

    Nature Walk: Nice, very nice. Still...at-will greater teleport, even with the restrictions, seems a bit much. Maybe add an hour cooldown?

    Hunter's Eye:
    In addition, a number of times per day equal to his Dexterity modifier, he may make a full attack against a favored enemy.
    What action does this take? Full-round? Standard? Swift? Free? Also, what happens if he misses, is the use consumed?
    Cool necromancer avatar by Chd

    Seraphi HomebrewTM

  4. - Top - End - #4
    Troll in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by Xechon View Post
    I'm sorry, all I see here is the ranger now has a large amount of new class features, and even more continuations of the original ones. You also just made it so that a ranger can surpass the normal status quo for archery or 2-Weapon fighting and got rid of dead levels, and for those aspects I say bravo, but...The ranger isn't an underpowered class. There is no need for this kind of boost. And, to my own personal disappointment, I still see spells and a animal companion. The Lord of the Rings rangers from which D&D was copying from had neither of these, and I honestly prefer it that way, but that's just me.

    Umm, yeah...I don't see anything significant that can be used to balance this, so unless you are planning on doing the same boost for all classes and monsters to compensate, a whole new view on fixing the ranger class needs to be taken. I do believe it needs to be fixed, but this seems to be a bit over the edge. I may be wrong, and am just being totally stupid, and I mean no insult whatsoever. This looks like one of my first homebrews.
    Idk, I've never been fond of the ranger as a class. The favored enemy bonuses are far too petty, given how limited their use is. Apart from evasion and (very late-game) stealth, they get... bonus feats. Pre-chosen bonus feats. Their caster level is too low, and their animal companions too weak, to be very useful in combat. No amazingly good magic, no real class features, low damage output, no special attacks... They're not bad compared to something like the monk, but they're just really "meh." It's bothered me for a long time.

    I wanted the ranger to have unique class features, first of all. Being an archery ranger should give you things that you cannot get from feats. Otherwise, what's the point of the class? The favored enemy bonuses got pumped up, because if you spend 20 levels focusing on fighting dragons, you should get more for your buck than just +10 damage and +10 to a few skills. I have done power/playability boosts for a lot of classes.

    (Also, the animal companion and spellcasting are halmarks of the D&D ranger. Lord of the Rings does not easily translate into 3.5 rules; if pressed, I would place Aragon as some kind of paladin variant.)

    Quote Originally Posted by NeoSeraphi View Post
    Wow. So...the ranger is able to track creatures across dimensions. Across teleports. Even if they appear to leave no tracks. But he still can't follow flying creatures or creatures who do not walk on the ground (and thus don't leave tracks). Seems...odd.
    I... totally forgot that those things existed while making this class. I'll add in something about that.

    Rangers need Balance and Tumble. Doesn't make sense for them not to have it.
    Fail. I think I copied the list from the SRD and forgot to change it.

    The increase in HD was neither necessary nor fitting of the fluff. Rangers aren't fighters or barbarians. I agree with all your awesome mobility boosts, but the point of a skirmisher is to be light of foot. D8 makes the most sense here.
    I'm... not sure why I did that, to tell the truth. Holdover from an earlier draft, probably.

    Favored Enemy: The Wis to AC should not apply whenever the ranger is denied his Dexterity modifier to his AC. If he's not aware of an attack, all the knowledge and understanding of the enemy won't stop the attack from connecting.

    Also, as a legendary hunter of the creature's race, the ranger should get bonuses to Intimidate along with the other skills. (I know it's not a class skill. Doesn't mean he can't make the check, especially with the boost)
    Yes and yes. You're right.

    Speak with Animals: You should clarify how this works with your Wild Empathy ability. Seems like Wild Empathy combined with speak with animals should give you some kind of bonus to Charisma checks with animals.
    Truth.

    Nature Walk: Nice, very nice. Still...at-will greater teleport, even with the restrictions, seems a bit much. Maybe add an hour cooldown?
    That seems fair. I think I'll have the actual teleportation take some time as well.

    Hunter's Eye:

    What action does this take? Full-round? Standard? Swift? Free? Also, what happens if he misses, is the use consumed?
    I'll address that. Thanks.
    Last edited by Grod_The_Giant; 2012-03-03 at 12:46 AM.
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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Power Shot is a bad idea. No offense. It's just bad. I like it better than Point Blank Shot, certainly, but having it replace PBS for all feats and prestige classes? That's encouraging MAD right there, and that's not a good thing. PBS may have been not the best feat, but at least you could take it and still dump Strength.

    Strength is a pretty bad ability score. Only applies to 3 skills (all of which have ACP, so even a high Str character typically nets a 0 unless he puts ranks in it), and Strength checks, which also include Size bonuses and need feats to even work right.

    Meanwhile, Dex applies to AC, initiative, about 10 skills, Reflex saves, and attack rolls for ranged characters. It's also the prerequisite skill for every other archery feat in the books. So...yeah. Having to put a 13 into a score you're otherwise never going to use? Just so you can continue to take feats that require an even higher score in a completely separate ability score? Not good.

    I would say that you have the option of replacing PBS with Power Shot. That way, someone who has good rolls can enjoy it, while someone who wants to have some Int and Con along with their Dex and Wis doesn't have to gimp their build because they had to put one of their medium rolls in Strength just to qualify for the rest of their feats.
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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Idk, I've never been fond of the ranger as a class. The favored enemy bonuses are far too petty, given how limited their use is. Apart from evasion and (very late-game) stealth, they get... bonus feats. Pre-chosen bonus feats. Their caster level is too low, and their animal companions too weak, to be very useful in combat. No amazingly good magic, no real class features, low damage output, no special attacks... They're not bad compared to something like the monk, but they're just really "meh." It's bothered me for a long time.
    Yeah, I've noticed it seems bland to most, but if played right in a tactical group, they play quite nicely. But I'm also in favor of the monk as a primary mage slayer. And those things that are too low, I don't like them there at all. Then the ranger could use some of those bonuses, but you don't want to blow the others out of the water.

    I wanted the ranger to have unique class features, first of all. Being an archery ranger should give you things that you cannot get from feats. Otherwise, what's the point of the class? The favored enemy bonuses got pumped up, because if you spend 20 levels focusing on fighting dragons, you should get more for your buck than just +10 damage and +10 to a few skills. I have done power/playability boosts for a lot of classes.
    Yes, and I agree with this completely. I am just saying it looked a bit much to me, because you added many things and didn't remove.

    (Also, the animal companion and spellcasting are halmarks of the D&D ranger. Lord of the Rings does not easily translate into 3.5 rules; if pressed, I would place Aragon as some kind of paladin variant.)
    Yeah, I know, it just bugs me that I can't get a decent mobility/archer/sneak without these things, as I never have liked the animal companions or familiars forced upon you, I believe they should be gained through effort if wanted, not used to balance a class. Also, the magic bugs me just because I don't wanna have to. My character doesn't approve of magic, but without using it the class would fall behind. I'll just say that none of it works in a class system well. And it's your class. Those are just my opinions.
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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by Xechon View Post
    Yeah, I've noticed it seems bland to most, but if played right in a tactical group, they play quite nicely. But I'm also in favor of the monk as a primary mage slayer. And those things that are too low, I don't like them there at all. Then the ranger could use some of those bonuses, but you don't want to blow the others out of the water.
    I'm working to improve all subpar classes. Melee needs to be compared to the Tome of Battle, because I support its use as a DM and player (if nothing else, in the name of fun). The ranger is one of those early classes that needs more to make him comparable, not a trade-off.

    Yeah, I know, it just bugs me that I can't get a decent mobility/archer/sneak without these things, as I never have liked the animal companions or familiars forced upon you, I believe they should be gained through effort if wanted, not used to balance a class. Also, the magic bugs me just because I don't wanna have to. My character doesn't approve of magic, but without using it the class would fall behind. I'll just say that none of it works in a class system well. And it's your class. Those are just my opinions.
    Fair enough. I would point you to the Scout from Complete Adventurer, which seems like it does everything you want in terms of mobility/archery/sneakiness without a hint of magic.
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    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    Power Shot is a bad idea. No offense. It's just bad. I like it better than Point Blank Shot, certainly, but having it replace PBS for all feats and prestige classes? That's encouraging MAD right there, and that's not a good thing. PBS may have been not the best feat, but at least you could take it and still dump Strength.

    Strength is a pretty bad ability score. Only applies to 3 skills (all of which have ACP, so even a high Str character typically nets a 0 unless he puts ranks in it), and Strength checks, which also include Size bonuses and need feats to even work right.

    Meanwhile, Dex applies to AC, initiative, about 10 skills, Reflex saves, and attack rolls for ranged characters. It's also the prerequisite skill for every other archery feat in the books. So...yeah. Having to put a 13 into a score you're otherwise never going to use? Just so you can continue to take feats that require an even higher score in a completely separate ability score? Not good.

    I would say that you have the option of replacing PBS with Power Shot. That way, someone who has good rolls can enjoy it, while someone who wants to have some Int and Con along with their Dex and Wis doesn't have to gimp their build because they had to put one of their medium rolls in Strength just to qualify for the rest of their feats.
    Huh. Could have sworn I replied to this earlier... sorry about that. Anyway, you make a good point. Mostly, I find that Point-Blank Shot is a crap feat tax at higher levels, and "no ranged power attack" is cited as one of the biggest difficulties of making an effective archer class.

    How about if Precise Shot becomes the "gateway" feat to the archery chains, seeing as how it's basically a necessity?
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    Huh. Could have sworn I replied to this earlier... sorry about that. Anyway, you make a good point. Mostly, I find that Point-Blank Shot is a crap feat tax at higher levels, and "no ranged power attack" is cited as one of the biggest difficulties of making an effective archer class.
    Actually the problem with effective archer builds is DR. Yes, Power Attack would help offset that, but so would widely available bludgeoning and slashing arrows (not every DM allows Races of the Wild) and automatically adding Dexterity to the damage rolls (and they would help do it without requiring feat slots or attack roll penalties).

    How about if Precise Shot becomes the "gateway" feat to the archery chains, seeing as how it's basically a necessity?
    Sure, that sounds fine.
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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    Actually the problem with effective archer builds is DR. Yes, Power Attack would help offset that, but so would widely available bludgeoning and slashing arrows (not every DM allows Races of the Wild) and automatically adding Dexterity to the damage rolls (and they would help do it without requiring feat slots or attack roll penalties).
    Are there really that many things with DR/Bludgeoning or DR/Slashing? Apart from a few types of undead, I can't think of anything.
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    Are there really that many things with DR/Bludgeoning or DR/Slashing? Apart from a few types of undead, I can't think of anything.
    Does it matter? Melee has the option of overcoming that DR really easily, while archers don't. And their base damage is already 1d8+enhancement bonus, so it's like...average of 6.5 for a +2 bow. DR 5/Bludgeoning or DR 5/Slashing reduces that to nothing.

    Meanwhile, you have to have your arrows made out of special materials to overcome DR. So normally, a set of 20 arrows costs you 1 gp. But with alchemical silver, each arrow costs an additional +2 gp, for a total of 40 times the original price. And you're paying that much in order to deal -1 damage with those arrows, so 1d8+1 for a +2 bow, no matter how high your Dex is.

    And then there's DR/Adamantine...121 gp for 20 arrows.

    It's not that bad at higher levels, except for keeping track of the arrows. When you run out of those special arrows, you are boned against anything with that kind of DR. Don't have a wizard in the party? You won't be able to just teleport back to town and get new supplies. You'll have to make due with your incredibly crappy shots, while your barbarian only had to shell out an extra 3 k for an unlimited duration adamantine greataxe. And when he has to deal with DR/Slashing or DR/Silver, he has a silver greatsword in his bag. Have to deal with flying creatures, or DR/Piercing or Cold Iron? He has a composite longbow with 60 cold iron arrows, since they're dirt cheap. And when he whips that bad boy out, he's dealing just as much damage as you, since no archery feats increase your damage (just how many shots you have and how accurate you are).
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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Perhaps a new weapon material is in order?

    Flux
    A flux weapon is made from wood infused with powerful trasmutative energy. Any projectile fired from a flux weapon takes on the properties of a special material, such as silver or cold iron. A given Flux weapon is "keyed" to one special material. This can be changed with either a DC 20 Craft (Bowmaking) check and a day of work, or with a 1st level spell ("Alter Flux Weapon;" a standard action to cast, appearing on the list of all classes).

    Flux weapons cost twice as much as a normal weapon of the type. In addition, any magical enchantments cost an additional 2000 gold, due to the conflicting magical energies.

    Or a feat?

    Cumulative Shot
    Prerequisite: Dex 17, Precise Shot, BAB +6
    Benefit: When making multiple ranged attacks against a single target, only apply the target's damage reduction to the total damage dealt by all your attacks, not to each attack individually.
    Special: A fighter may select Cumulative Shot as a bonus feat.

    (Also, I've added a few new archery feats)
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
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    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    What is the ammo consumption for (Imp) Barrage? How does crippling shot work with precision damage?
    "To play a fighter is to play the game.
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    Quote Originally Posted by jiriku View Post
    ...magical trumps mundane so often that mundane really needs to be able to give magic a good kick in the junk now and then.

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    Default Re: The Ranger Rebuilt (D&D, 3.5, PEACH)

    Quote Originally Posted by Sypher667 View Post
    What is the ammo consumption for (Imp) Barrage?
    Oh god. Didn't even think about that Let's see...

    10ft radius is 15 squares by my count. So... 15 times Dex modifier arrows?
    For Improved Barrage, up that to 15*4*Dex, or 60 times Dex modifier arrows.
    20ft radius is 60 squares by my count. So... 60 times Dex modifier arrows?

    That's, like.... a heck of a lot of arrows. Geez. I didn't even think of that. My group never bothers counting arrows, but then again, we've never had anyone who could fire more than 300 arrows in 6 seconds. Mother of god, that's machine gun speed...

    Better have one of those quivers of infinite arrows.

    How does crippling shot work with precision damage?
    You add up the total damage and subtract DR from that.
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    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

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