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Old 08-24-2010, 05:35 PM   Top  -  End  -  #1
T.G. Oskar
Ogre in the Playground
 
 
Join Date: May 2009
Gender: Male
Default The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Missies n' gents, boys and girls big n' small! Y'all otherworldly strangers and sons-only-their-mother-could-love are welcome too!

I presume you guys must have missed me. Did you? Didn't you? Oh well, a lapse of three months isn't something to brag upon, and there's some brew that if I don't post, it'll get stale.

Take the Ranger. The concept of the Ranger is bizarre: from the very first edition of the Ranger, this fella is a warrior with some magical knowledge and some animal affinity, but in the end, it has always been associated with the range. Both the range and the range. Don't know what I'm speaking of? Well, I mean the range (as in the plains, the vast and extense territory) and the range (fighting from distance using one or more ranged weapons). This should evoke various archetypes.

Sadly, only two images usually present themselves:


One is of the bow-wielding archer ranger, deft in shooting several arrows from the quiver, usually from high atop a tree. Elven friend Legolas is a good example of this.

Then there's the opposite. Yes, the opposite. You'll hate me for this:

The other is the guy who wields two weapons, dancing majestically while delivering death with two impossibly sharp weapons. And yes, to play with the opposition, Drizzt Do'Urden, often imitated but never equaled Dark Elf, is the poster boy of this fighting style.

But...what happened to the other rangers? I mean, we won't certainly consider rangers like these guys:

Sorry Mr. Ranger, but you can't survive on a real range. You know, that with owlbears and aberrations.


No offense guys: I still do a mighty arm-pump when I see ya, but you're just too unrealistic for a D&D game. Maybe if Sentai rules were implemented...


Well, exceptions can be made, no? Pet Rangers could be useful, but then again, that's why you have Druids, no?

So, what are we looking on a ranger? What happened to desert rangers, or sea rangers, or even underground rangers!? What happened to Walker, or Geronimo, or the gauchos, or the pirates!? They could be Rangers, not that hard enough to be precise; it just needs some imagination.

Thus, after the moderate success of the Samurai, and the implementation of the Bez-Kismet which has certainly caused...little impression, but hey, it's available around, I have decided to take my tools and work on the Ranger. Will it be good? Will it be bad? Will it be ugly...?

Only time will tell...meanwhile, get a good Morricone song (it can be Ecstasy of Gold, but it can also be something else) and enjoy the...

RANGER


Pocahontas: Twisted Princess by jeftoon01. Original can be seen here.

"Let the shaman speak to you of the bounty of saving nature. I will teach you what happens when you spoil it..."

MAKING A RANGER (or, what has and hasn't changed):
Spoiler


Class Skills
The ranger class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (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) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

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Hit Die: d8

The Ranger
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0lvl1st2nd3rd4th
1st+1
+2
+2
+0
Combat Style, Favored Enemy +2, Track, Wild Empathy2----
2nd+2
+3
+3
+0
Trapfinding3----
3rd+3
+3
+3
+1
Fast Movement (10 ft.)3----
4th+4
+4
+4
+1
Animal Companion, Bonus Feat30---
5th+5
+4
+4
+1
Favored Enemy +4, Uncanny Dodge31---
6th+6/+1
+5
+5
+2
Improved Combat Style31---
7th+7/+2
+5
+5
+2
Swift Tracker, Woodland Strikde41---
8th+8/+3
+6
+6
+2
Bonus Feat, Camouflage420--
9th+9/+4
+6
+6
+3
Evasion421--
10th+10/+5
+7
+7
+3
Favored Enemy +6, Favored Terrain +2421--
11th+11/+6/+1
+7
+7
+3
Combat Style Mastery, Improved Uncanny Dodge5210-
12th+12/+7/+2
+8
+8
+4
Bonus Feat, Hide in Plain Sight5321-
13th+13/+8/+3
+8
+8
+4
Trackless Step, Uncanny Tracker5321-
14th+14/+9/+4
+9
+9
+4
Improved Evasion53220
15th+15/+10/+5
+9
+9
+5
Favored Enemy +8, Favored Terrain +453321
16th+16/+11/+6/+1
+10
+10
+5
Bonus Feat, Combat Style Supremacy54321
17th+17/+12/+7/+2
+10
+10
+5
Survival Mastery54332
18th+18/+13/+8/+3
+11
+11
+6
Undetectable54432
19th+19/+14/+9/+4
+11
+11
+6
 54433
20th+20/+15/+10/+5
+12
+12
+6
Bonus Feat, Favored Enemy +10, Favored Plane +2, Favored Terrain +654433

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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 plus the bolas and net, with light and medium armor, and with light shields.

Spoiler


Spells: A ranger casts divine spells, which are drawn from the druid spell list plus a few spells added to the list below. A ranger must choose and prepare his spells in advance (see below).

To prepare or 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 Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom 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 Wisdom score for that spell level.

A ranger prepares and casts spells the way a druid does, though he cannot lose a prepared spell to cast a Summon Nature's Ally spell in its place. A ranger may prepare and cast any spell on the druid spell list (see Player’s Handbook), with the following exceptions: a ranger may not prepare spells from the evocation or necromancy schools (with a few exceptions). A ranger, however, may prepare spells that are not available on the druid spell list and that are unique to him. A ranger may prepare and cast any spell on his spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spoiler


Combat Style (Ex): Rangers are hunters at heart. Whether the ranger learns his trade on the forest, the plain, the desert, or even the open sea, each learns similar tactics. They observe the dominant predators of nature, the tactics they use, and how their quarry adopts typical traits of the common prey. Rangers learn these tactics from the very source, refine them as the hunters have done in earlier times, and improve upon them as only a few are capable of.

At 1st level, the ranger may choose from one of the following combat styles. Each combat style grants a set of benefits related to the weapons or tactics used:
Archery: A ranger that follows this combat style uses the humble bow and arrow, a common tool used by the earliest hunters. He gains Rapid Shot as a bonus feat even if he doesn’t meet the prerequisites.
Capture: A ranger that follows this combat style seeks not to kill, but to capture; some would say play with or humiliate their quarry. He gains Improved Grapple and Improved Trip as bonus feats, even if he doesn’t meet the prerequisites.
Throwing: A ranger that follows this combat style prefers using light throwing weapons, covering a close range but remaining useful within melee. He gains Point Blank Shot and Far Shot as bonus feats.
Two-Weapon Fighting: A ranger that follows this combat style uses a weapon in each hand, in order to face several enemies within range. He gains Two-Weapon Fighting as a bonus feat even if he doesn’t meet the prerequisites.

Spoiler


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 a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack rolls and 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 on the table. In addition, at each such interval, the bonus against all favored enemies (including the one just selected) 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.

Ranger Favored Enemies
Type (Subtype)Type (Subtype)
AberrationHumanoid (reptilian)
AnimalMagical beast
ConstructMonstrous humanoid
DragonOoze
ElementalOutsider (air)
FeyOutsider (chaotic)
GiantOutsider (earth)
Humanoid (aquatic)Outsider (evil)
Humanoid (dwarf)Outsider (fire)
Humanoid (elf)Outsider (good)
Humanoid (goblinoid)Outsider (lawful)
Humanoid (gnoll)Outsider (native)
Humanoid (gnome)Outsider (water)
Humanoid (halfling)Plant
Humanoid (human)Undead
Humanoid (orc)Vermin

At 10th level, a ranger gains the ability to replace one of his favored enemies by another. To do so, the ranger must spend an entire week studying about and training on the battle techniques of the favored enemy to be chosen. Once chosen, the ranger chooses which of the favored enemies to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored enemy bonus.

Spoiler


Track: A ranger gains Track as a bonus feat.

Spoiler


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 his ranger level and his Wisdom bonus 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.

Spoiler


Trapfinding: From 2nd level and onwards, a ranger may use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rangers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ranger who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Spoiler


Fast Movement (Ex): A 3rd level ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn. This method of fast movement stacks with other bonuses to speed (such as the enhancement bonus to speed gained by means of the haste spell)

Spoiler


Bonus Feat: At 4th level and every four levels afterwards, a ranger gains a bonus feat. The ranger may choose from the list of fighter bonus feats. A ranger is treated as a fighter of his class level minus three for purpose of feats that have a fighter bonus prerequisite.

Spoiler


Animal Companion (Ex): At 4th level, a ranger gains 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: crocodile, 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 of the same name, except that the ranger’s effective druid level is equal to his ranger level -3. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is equal to his ranger level -3. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spoiler


Uncanny Dodge (Ex): At 5th level, a ranger 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. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Spoiler


Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style improves.
Archery: A ranger may attack in with any ranged weapon without provoking attacks of opportunity if he is in a threatened area. Furthermore, he deals extra damage with ranged attacks equal to his Dexterity modifier to all creatures except those immune to critical hits (unless the ranger treats the creature as a favored enemy; the extra damage is still negated if the creature has some sort of fortification)
Capture: A ranger is treated as one size larger for purposes of grappling or tripping opponents. Furthermore, he may use his Dexterity modifier or his Strength modifier for purposes of grappling or tripping, whichever is higher.
Throwing: The range increment of all thrown weapons used by the ranger increase by 30 feet. Furthermore, he may attack in with any ranged weapon without provoking attacks of opportunity if he is in a threatened area.
Two-Weapon Fighting: A ranger’s penalties when fighting with two weapons are reduced by 2, to a minimum of 0 penalty on the attack roll. Furthermore, he may use his Dexterity modifier or his Strength modifier for his attack and damage rolls, whichever is higher.

The benefits of the ranger’s chosen improved combat style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style when wearing heavy armor.

Spoiler


Swift Tracker (Ex): Beginning at 7th 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.

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.

Spoiler


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.

Spoiler


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 armor no heavier than medium. A helpless ranger does not gain the benefit of evasion.

Spoiler


Favored Terrain (Ex): At 10th level, a ranger may select a type of terrain or environment from among those given on Table: Ranger Favored Terrains. Due to the ranger's experience in that terrain or environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the environment; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen terrain or environment, but not when the creature currently remains within the terrain and isn’t native to the environment.
At 15th level and again at 20th level, the ranger may select an additional favored terrain from those given on the table and gains an identical bonus on the appropriate skill checks in that environment, as well as attack rolls and weapon damage rolls against creatures native to the environment. In addition, at each such interval, the bonuses in all favored terrains (including the one just selected) increase by 2.
If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest). If a creature native to the environment is also a favored enemy, the bonuses on skills, attack rolls and damage rolls stack.

Table: Ranger Favored Terrains
Aquatic
Desert, cold
Desert, temperate or warm
Forest, cold or temperate
Forest, warm
Hills
Marsh
Mountains
Plains
Underground

At 15th level, a ranger gains the ability to replace one of his favored terrains by another. To do so, the ranger must spend an entire week studying about the favored terrain to be chosen. Once chosen, the ranger chooses which of his favored terrains to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored terrain bonus.

Spoiler


Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style improves again.
Archery: The ranger improves his aim when using multiple arrows or shooting with increased speed. He may ignore the penalties when using the Rapid Shot or Manyshot feats. If he uses the Improved Rapid Shot feat, he may make one extra attack when using a full attack action; this is added to the benefit of the Rapid Shot feat.
Capture: The ranger’s capture techniques seemingly blend; creatures facing the ranger often end up tangled and in the floor. If the ranger succeeds on grappling or tripping an opponent, the creature is treated as if entangled until the beginning of the ranger’s next turn (even if it escapes or rises from prone). If a creature is entangled by means of a weapon, spell or special ability, the ranger gains a free trip attempt against it. If the ranger fails the trip attempt with a weapon, the creature cannot initiate a trip maneuver against him.
Throwing: The ranger throws weapons with such skill that they return to its hand. If a weapon is thrown within its first ranged increment, the weapon returns to the ranger as a free action (as if it had the returning special quality), ready to be used again. Thus, a ranger may make full ranged attacks with the same weapon.
Two-Weapon Fighting: The ranger strikes with both of his weapons using a fluid motion. At any moment a ranger makes a melee attack against an opponent, he attacks with both of his weapons, but takes a -2 penalty on the attack roll. If the attack roll is successful, the creature takes damage from both of the weapons, plus 1-1/2 times his Strength modifier. This benefit applies to attacks of opportunity, extra attacks gained by spells or special abilities (such as the extra attack gained by the Improved Trip feat), but does not apply to full attacks (including full attacks as part of a charge by means of the pounce ability); instead, he gains the benefit of the Two-Weapon Fighting feat, as usual. Whenever the ranger attacks with his two weapons in this way, he is treated as if holding a weapon with two hands for purposes of feats and abilities (such as the Power Attack feat). If the ranger is capable of dealing precision damage (such as sneak attack, and including the ranger’s favored enemy bonus damage), it deals such damage as if using one weapon.

As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style mastery when wearing heavy armor.

Spoiler


Improved Uncanny Dodge (Ex): At 11th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Spoiler


Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed.

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Trackless Step (Ex): Starting at 13th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

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Uncanny Tracker (Su): Starting at 13th level, a ranger may track a creature moving under the effect of a pass without trace spell, the trackless step class ability or a similar feature, though he takes a -20 penalty to Survival checks to do so.

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Improved Evasion (Ex): At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Spoiler


...And apparently I speak far too much. I'll use the other post to add the remaining abilities...

Last edited by T.G. Oskar : 01-03-2011 at 04:35 AM. Reason: UPDATE: Improving the favored enemy, environment and plane options; thank Turbine for the idea
T.G. Oskar is offline   Reply With Quote
Old 08-24-2010, 08:17 PM   Top  -  End  -  #2
T.G. Oskar
Ogre in the Playground
 
 
Join Date: May 2009
Gender: Male
Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Combat Style Supremacy (Ex): At 16th level, a ranger’s aptitude in his chosen combat style reaches its maximum definition.
Archery: the ranger’s aim is improved, and swiftly compensates any missed shot. Per each attack in which the ranger succeeds on his attack roll, he gains a +2 insight bonus to attack rolls and damage rolls against the creature it targets; if he fails, he instead gains a +5 bonus. These bonuses are cumulative, and last until the end of the ranger’s next round. In the case of multiple attacks, a ranger applies the bonus based on each individual case; thus, a ranger that has successfully struck a target once does not get the bonus on other targets, and viceversa. If the ranger succeeds on all attacks during a round, it gains a +1 competence bonus on attack rolls for the remainder of the encounter; this bonus is also cumulative.
Capture: the opponent that can evade the ranger’s capture usually laments it. If the creature succeeds on a grapple check to prevent being grappled, or a trip check to prevent falling prone, the creature provokes an attack of opportunity. The ranger may do a single attack with his weapon, another grapple check, or another trip check if it so desires. Even if the ranger can make more than one attack of opportunity per round, the creature provokes an attack of opportunity through this way only once. If the creature attempts to escape through means of a teleportation ability, it also provokes an attack of opportunity that is resolved before the escape attempt; if successful, the creature must make a Concentration check (DC equal to 10 plus the amount of damage dealt by the ranger’s attack) or risk failing to teleport away.
Throwing: the ranger develops a rhythm with his thrown weapons, with a striking finish. Whenever the ranger succeeds on attacks with a thrown weapon, it gains a +2 competence bonus on attack rolls for the next attack; this effect is cumulative and lasts until the ranger’s next turn. If the ranger succeeds on the attack roll with the lowest attack bonus, the weapon gets lodged upon the creature and deals damage equal to the weapon damage, plus the ranger’s Strength modifier, plus 1 extra point of damage per successful hit during that specific round; this damage is repeated each round unless the creature succeeds on a Strength check (DC equal to 10 + half the ranger’s class level + the ranger’s Strength or Dexterity modifier, whichever is higher)
Two-Weapon Fighting: the ranger’s attacks develop a unique rhythmic pattern, which cause specific effects depending on the weapons wielded in both hands. If the ranger uses a slashing weapon on each hand, each successful attack causes the opponent to bleed, causing 2 points of damage per successful strike each round; the effect is cumulative and can be removed with a DC 15 Heal check or any kind of natural or magical healing. If the ranger uses a bludgeoning weapon on each hand, it deals damage equal to his Strength or Dexterity modifier on a missed attack. If the ranger uses a piercing weapon in each hand, all attacks done with them ignore damage reduction as if they were silver, cold iron, or adamantine weapons.
As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style mastery when wearing heavy armor.

Spoiler


Hunter’s Mastery (Ex): At 17th level, a ranger becomes so skilled in the set of skills that he can use them reliably even in adverse conditions. When making a Hide, Listen, Move Silently, Spot or Survival skill check, he may take 10 even if stress and distractions would normally prevent him from doing so.

Spoiler


Undetectable (Su): At 18th level, if a ranger succeeds on a Hide or Move Silently check to cloak his presence, he may not be detected by supernatural or magical means. Extraordinary means of sight, such as blindsense, blindsight or tremorsense still work on the subject, but not supernatural or spell-based versions of these abilities. This ability only applies whenever the ranger uses either Hide, Move Silently, or both; an invisible ranger is still detected by magical or supernatural means, but the creature must still succeed on a Spot or Listen check to detect the ranger.

Spoiler


Favored Plane (Ex): At 20th level, a ranger may select one of the planes from among those given on Table: Ranger Favored Planes, in addition to the Material Plane. Due to the ranger's experience in those planes, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He may make Knowledge (the planes) checks as if he had trained in the skill, and applies the skill bonus on checks dealing with his favored planes. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the plane; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen plane, but not when the creature currently remains within the terrain and isn’t native to the environment. Finally, the ranger is considered native to the plane and may not be banished or otherwise expelled from the plane.
If a creature native to the plane is also a favored enemy, the bonuses on skills, attack rolls and damage rolls stack.

Table: Ranger Favored Planes
Plane (Inner and Transitive) (abbreviation)Plane (Outer) (abbreviation)
Material Plane (Material; automatically selected)Seven Mounting Heavens of Celestia (Celestia)
Ethereal Plane (Ethereal)Twin Paradises of Bytopia (Bytopia)
Plane of Shadow (Shadow)Blessed Fields of Elysium (Elysium)
Elemental Plane of Air (Air)Wilderness of the Beastlands (Beastlands)
Elemental Plane of Earth (Earth)Olympian Glades of Arborea (Arborea)
Elemental Plane of Fire (Fire)Heroic Domains of Ysgard (Ysgard)
Elemental Plane of Water (Water)Ever-Changing Chaos of Limbo (Limbo)
Negative Energy Plane (Negative)Windswept Depths of Pandemonium (Pandemonium)
Positive Energy Plane (Positive)Infinite Layers of the Abyss (the Abyss)
Astral Plane (Astral)Tarterian Depths of Carceri (Carceri)
 Gray Waste of Hades (Hades)
 Bleak Eternity of Gehenna (Gehenna)
 Nine Hells of Baator (Nine Hells)
 Infernal Battlefield of Acheron (Acheron)
 Clockwork Nirvana of Mechanus (Mechanus)
 Peaceable Kingdoms of Arcadia (Arcadia)
 Concordant Domains of the Outlands (Outlands)

Spoiler


--

Ranger Spells
As mentioned before, a ranger may prepare and cast spells from the druid’s spell list, with a few exceptions. However, a ranger’s spell list differs from that of a druid by means of spells that a druid cannot normally prepare. As well, a ranger may prepare spells from the druid spell list with an effective spell level lower than the usual.

The following spell list is a compilation of all the spells that rangers may cast alongside the druid spell list, as well as spells that are reduced from level. All of these spells are on the Player’s Handbook ranger spell list. For other sources than the Player’s Handbook, a ranger may cast spells from the druid spell list and the ranger spell list. If a spell is in both lists, the ranger prepares the spell at the lowest level by which the spell may be cast; for example, if a spell is 3rd level on the druid spell list but 2nd level in the ranger spell list, the ranger prepares the spell as a 2nd level spell. Restrictions on spells are also extended to these spell lists; a ranger may not cast spells of the evocation or necromancy school unless they are part of the ranger’s spell list.
0—message**
1st—alarm**, animal messenger-, animate rope**, cure light wounds-, delay poison-, magic weapon**, resist energy-
2nd— blur**, cure moderate wounds-, darkvision**, glitterdust**, snare-, speak with plants-, spike growth-, wind wall-
3rd—command plants-, cure serious wounds-, dispel magic-, flame arrow**, greater magic weapon**, invisibility**, repel vermin-, see invisibility**, water walk**
4th—animal growth-, commune with nature-, cure critical wounds-, greater invisibility**, haste**, nondetection**, slow**, tree stride-
-: reduced from base druid spell level
**: added to Ranger spell list

The following spells are Druid spells inaccessible to the Ranger’s spell list, in addition to the restrictions in schools and spells that the ranger already has. The Dungeon Master may decide which spells from other sourcebooks may not apply, and may use this list as an aid to determine which spells are inaccessible.
1st—shillelagh
2nd—summon swarm
4th—giant vermin, reincarnate, scrying

When determining which spells to remove and which to apply from the druid spell list, a DM is well advised to retain spells that enhance mobility, grant animal features such as natural weapons, spells that enhance animal companions and spells that resemble or behave as spells from the druid spell list on the Player’s Handbook.

Spoiler


ALTERNATE CLASS FEATURE: Natural Warrior
Rangers with any sort of natural weapon tend to learn a style of combat that enhances their use of said attacks. Usually, these rangers are from savage races, attuned closer to nature than those of more civilized races.
Level: 1st
Replaces: Combat style, improved combat style, combat style mastery, combat style supremacy
Prerequisite: Must have a natural weapon as part of their racial abilities. Unarmed strikes do not count as natural weapons for purposes of this class feature.
Benefit: A ranger that chooses this alternate class chooses his primary natural weapon. All of the benefits of this class feature apply to this single natural weapon.

At 1st level, a ranger gains Improved Natural Attack for his chosen natural weapon as a bonus feat.

At 6th level, a ranger may his use his primary natural weapons for purposes of iterative attacks even if he may normally not use them. He may use this weapon as part of a full attack action. If the ranger has two attacks as his primary natural weapon (for example, two claws), he may use the Two-Weapon Fighting series of feats with these natural weapons. Finally, a ranger may treat his natural weapons as light, one-handed, or two-handed weapons for purposes of feats or special abilities, whichever is most beneficial.

At 11th level, a ranger gains the ability to use special actions depending on his type of natural attack:
Bite: a ranger that succeeds on a bite attack gains a free trip attempt. If the trip attempt fails, the ranger may not be tripped back.
Claw: the ranger gains a rake attack in addition to the claws. If the ranger succeeds on two of his claw attacks, he may rake the enemy. He deals damage equal to his original claw damage dice (not the damage dice acquired by means of his Improved Natural Attack bonus feat) plus 1-1/2 times his Strength bonus.
Hoof: although rare, the ranger that has this kind of natural weapon may make an attack with his hooves as part of an overrun attempt, as the benefit of the Trample feat.
Slam: the ranger gains a second slam attack in addition to his attacks with his slam attack, but at a -5 penalty.
Tail: the ranger may make a tail slam attack, as a dragon.
Tentacle: the ranger gains the improved grab and constrict special attacks. If he succeeds on an attack with a tentacle, he immediately may make a grapple attempt. If he successfully grapples the opponent, he automatically deals damage to the creature equal to his tentacle damage.
If the ranger already has this ability, he is treated as one size larger for purposes of damage dice, bull rush, grapple and trip attempts. The increase in damage dice stacks with the Improved Natural Attack bonus feat.

At 16th level, a ranger gains the pounce ability. He may make a full attack with all of his natural weapons as part of a charge attack. If the ranger already has the pounce ability as a racial feature, all of his secondary natural attacks (if available) gain the benefit of the Improved Natural Attack feat; if he gains the ability as means of a class feature or feat, he gains no further benefit.

Spoiler


ALTERNATE CLASS FEATURE: Trapsmith
Most rangers develop unique combat styles to deal with their quarry. You, however, draw closer to the humanoid hunters and rely on well-placed traps created with the purpose of portability.
Level: 1st
Replaces: Combat style, improved combat style, combat style mastery, combat style supremacy
Benefit: A ranger that chooses this alternate class feature becomes acquainted with traps. He becomes capable of creating several traps that can be placed at a whim, even in the midst of battle.

At 1st level, a ranger gains the ability to place specially crafted traps as a full-round action. He may only place traps that he has specifically created for this purpose.

A ranger may craft a trap for the explicit purpose of being placed in battle. To create such a trap, add +5 to the DC of the Craft (trapmaking) skill check and 50 gp per Challenge Rating of the trap. Only specific melee attack (razor wire, poison needle) or ranged attack traps that have location or touch triggers may be altered for such purpose (see Dungeon Master’s Guide, Traps section for more information); traps that depend on a specific location (such as bricks from ceiling or a wall blade) cannot be altered for this purpose. Altered traps are made to be portable and light (for example, a dart trap is usually no larger than a heavy crossbow), and easy to place in most areas (such as walls, tree trunks, or even at the floor). Usually, a trap’s weight is equal to the weight of the weapon expected to use plus the lowest CR in which the trap first appears.

As a full-round action, a ranger may set up one of these special traps. The ranger may move as part of this full-round action up to his base land speed if necessary. The ranger places the portable trap and the location or touch trigger as part of this action, and the trigger need not be on the same location as the trap. The ranger may throw the trap’s trigger 10 feet away from his location as part of the action, as well.

Once placed, the trap automatically begins to function as intended. The trap is visible to everyone, there is no need for a Search check to determine the location of the trap. However, the trigger is designed to be hardly notable; anyone searching for the trigger must make a Search check equal to the trap’s DC minus 5 (except the ranger, who automatically knows the location). If the ranger has ranks on Sleight of Hand, he may instead replace the Search check DC with the result of a Sleight of Hand skill check (if the result is higher than the trap’s Search DC minus 5). The trap will always activate upon the direction of the trigger. To disarm a specially crafted trap, the Disable Device skill check DC is equal to the original trap’s DC plus 5.
Specially crafted traps work differently from normal traps. Traps that deal damage (such as dart traps or arrow traps) can be constructed to benefit from the ranger’s Strength or Dexterity bonus. A ranger may construct a trap designed to affect his favored enemies better; in that case, apply the bonus on attack and damage rolls to all of the ranger’s favored enemies (see Favored Enemy class feature, above). A poisoned trap can be created with a different kind of poison; use the original trap’s poison DC to determine the CR of the new trap, plus or minus 1 if applicable.

At 6th level, the ranger creates custom “masterwork” traps with enhanced benefits. A portable trap created in this way costs an extra 300 gp to construct, and grants the trap a +1 enhancement bonus on attack rolls and a +5 bonus on the skill check DC for Search checks (thus neutralizing the penalty on the DC for searching the trap’s trigger). As well, you may treat your traps as weapons for purpose of spells that enhance weapons (such as greater magic weapon).

At 11th level, you are capable of creating magic traps. You are treated as having the Craft Magic Arms and Armor for purposes of enchanting your traps (hence granting them an enhancement bonus and special abilities as if a weapon). To create a magic-enhanced trap, you must have already created a “masterwork” trap (as mentioned above) and spend gold and resources as a weapon with half the cost; thus, a +1 trap would cost half of 1,500 gp in gold and 1/25th the gp cost on experience points, as well as the cost to create a “masterwork” version of the portable trap (trap cost + 50 gp per CR + 300 gp). As well, you may create portable magic device or spell traps. To create one of these traps, add 100 gp per CR of the spell. Magic device traps are usually less cumbersome and lighter than portable mechanical traps, and are usually designed never to affect the ranger. The ranger must be capable of casting the spell or have someone to cast the spell for him, as usual (but see below).

At 16th level, a ranger may make a special Use Magic Device check to emulate a spell for purposes of creating magic device traps and spell traps for which the ranger doesn’t know the spell. Treat as if activating a scroll, except the skill check DC is equal to 15 + the spell’s level + the caster level indicated on the trap. You must make a separate Use Magic Device check to emulate an ability score if you don’t know the spell (unless you already have a high enough ability score so that it would allow you to cast the spell had you known it); the result of this check (or your ability score modifier, if applies) determines the save DC of the magic trap.

Finally, you gain Sleight of Hand and Use Magic Device as class skills.

Spoiler


Thus, as usual: good? Bad? Awful? Enough so I should retire? Nonetheless still good enough? Just what you were looking for? Questions, comments and suggestions are, as usual, expected.
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Old 08-24-2010, 08:25 PM   Top  -  End  -  #3
Andion Isurand
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SUPERIOR TWO-WEAPON FIGHTING
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty. See the Two-Weapon Fighting special attack.
Special: A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats. A 16th-level ranger who has chosen the two-weapon combat style is treated as having Superior Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
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Old 08-24-2010, 11:07 PM   Top  -  End  -  #4
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<3 Bookmarked!
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Old 08-25-2010, 08:44 PM   Top  -  End  -  #5
Dainbramaged01
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

I like it. It brings to mind the better aspects of vanilla ranger, scout, and rogue. Were one to take it straight through, I think it would play very well.

That said, I fear that, especially given how many things one gains in the very early levels, this class may become a 1-3 level dip-class for those who use it in their campaigns. I myself already use a 2-level dip into vanilla ranger for those characters whom I want to have a 'ranger' feel, but whom I don't want to run as full-time rangers. Were I to use this class in place of it, I would honestly only take a 1-level dip, as it would hand me a small handful of feats, minor spellcasting (which could then be weakly prestige'd out with other classes), and strong BAB.

I'm not necesarily against making it a tasty treat for a level-dip, as I tend to level-crunch a great deal in my character creation process, but felt it merited mention for those who might not want to introduce so many tools right away.
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Old 08-25-2010, 08:55 PM   Top  -  End  -  #6
Temotei
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

That Pocahontas picture is so awesome. I might look through this later just because of that.
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Old 08-25-2010, 09:24 PM   Top  -  End  -  #7
Coidzor
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Is the Lasso martial or exotic? Because if it's exotic, it should probably get added on along with the bolas and net.

I like the idea of the improvement upon the combat styles a lot. I definitely would think a lot longer about trading those away compared to their original form.
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Old 08-25-2010, 10:34 PM   Top  -  End  -  #8
T.G. Oskar
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SUPERIOR TWO-WEAPON FIGHTING
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty. See the Two-Weapon Fighting special attack.
Special: A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats. A 16th-level ranger who has chosen the two-weapon combat style is treated as having Superior Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Don't feel bad. Good idea; equaling off-hand attacks to iterative attacks is a great idea. However, there's a slight little problem.

WOTC already had this idea. Except they got it wrong: they made the ability Epic, considering that ELH is between 3.0 and 3.5 and they had a bit more restrictions on TWF.

What I seek is ideas on how to boost the combat styles by adding more stuff that can be done exclusively by them, that doesn't involve the feats. Otherwise, I'd just add much more bonus feats, and that'd be it.

Still, you might just downgrade Perfect Two-Weapon Fighting and call it a day. Maybe downgrade the Dex requirement to 21, which is rather easy to get (Dex 25 is for the devoted, actually, but it can be gained pre-epic even easier).

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Originally Posted by Dainbramaged01 View Post
I like it. It brings to mind the better aspects of vanilla ranger, scout, and rogue. Were one to take it straight through, I think it would play very well.

That said, I fear that, especially given how many things one gains in the very early levels, this class may become a 1-3 level dip-class for those who use it in their campaigns. I myself already use a 2-level dip into vanilla ranger for those characters whom I want to have a 'ranger' feel, but whom I don't want to run as full-time rangers. Were I to use this class in place of it, I would honestly only take a 1-level dip, as it would hand me a small handful of feats, minor spellcasting (which could then be weakly prestige'd out with other classes), and strong BAB.

I'm not necesarily against making it a tasty treat for a level-dip, as I tend to level-crunch a great deal in my character creation process, but felt it merited mention for those who might not want to introduce so many tools right away.
Well, you only get mostly 1-3 feats (Track plus the combat style bonus feats), and the minor spellcasting isn't truly shocking (though you get access to wand-erful tactics; pun intended), so I can understand the worry. However, it's not on my control to force people to make no dips. Going full Ranger should be more attractive now, but people won't find that the class will fulfill all their needs. Some will want more spellcasting, or more precision with their chosen combat style.

But I find that there should be no reason for dipping instead of going full Ranger and then doing a dip on another class. I personally find that, with no 18 or 19th level features, a dip on Scout and using Swift Hunter makes the Ranger pretty awesome (since you still get 4th level spells, a brutal companion, the combat style supremacy ability, but you also get full Skirmish and extra stuff). But going full 20 shouldn't be so bad either.

Still, I notice your worry and I'll ponder about it. I still find that it could use a lot (hint: 18th and 19th are blatantly considered dead levels, something I wish to solve properly), and this retooling is rather conservative considering the usual range I go (it introduces fine new stuff with the combat style options, but otherwise it's boosted Ranger, which is fine but could still use more).

People will consider one class or another and do dips. Not everyone has to make a Ranger and use this template; however, the fact that it can be considered and that you can do rather well with 20 levels in the class should be enough.

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That Pocahontas picture is so awesome. I might look through this later just because of that.
Thank the guys at the Dungeons & Dames thread. The first one had the original Twisted Princesses pics. I recall that I made a mention that Pocahontas would make an awesome druid or ranger, so basically I went with the idea. She has an animal companion (the badger...what's its name again?), wears medium armor, has the Native American feel I wanted because I wanted to explain that "primitive" races make for awesome rangers and not just elves and drow, and the pic was just awesome.

Still, it was that or Arthur from Caliber, a comic based on Arthurian legend meets the Wild West. Now, how I would explain a six-shooter was beyond me...

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Is the Lasso martial or exotic? Because if it's exotic, it should probably get added on along with the bolas and net.
I think it's treated as exotic, IIRC. Though, I might need to find the source to use it; I recall having seen it somewhere (and it can't be Complete Warrior because I checked the weapons section right at the moment I'm posting this).

Still, perfect sense that it should. It's just that it doesn't appear on the SRD, though I make an exception for DMG weapons and some fitting additions.

Quote:
I like the idea of the improvement upon the combat styles a lot. I definitely would think a lot longer about trading those away compared to their original form.
That's the intention. Still, just the combat styles aren't enough. A bit of help could do for a better class (this is the intention every time I post a retooling, though most of the time it needs much less work)
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Old 08-25-2010, 11:29 PM   Top  -  End  -  #9
Andion Isurand
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Yeah, I just wanted to throw that feat I made into the mix.

I gave it its own name so it wouldn't be associated with the epic feat, figuring that going from 7 to 8 attacks in a round is of a smaller relative benefit than the previous feats in the chain. It's more of a revision than an original creation.

But i understand what you mean by wanting exclusive abilities to be given by combat style.
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Old 08-25-2010, 11:42 PM   Top  -  End  -  #10
Temotei
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

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Originally Posted by T.G. Oskar View Post
Thank the guys at the Dungeons & Dames thread. The first one had the original Twisted Princesses pics. I recall that I made a mention that Pocahontas would make an awesome druid or ranger, so basically I went with the idea. She has an animal companion (the badger...what's its name again?), wears medium armor, has the Native American feel I wanted because I wanted to explain that "primitive" races make for awesome rangers and not just elves and drow, and the pic was just awesome.
Miko the raccoon and Flit the hummingbird were the two. I watched Pocahontas, like, two months ago. Then I watched The Hunchback of Notre Dame.
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Old 08-26-2010, 02:23 AM   Top  -  End  -  #11
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Miko the raccoon and Flit the hummingbird were the two. I watched Pocahontas, like, two months ago. Then I watched The Hunchback of Notre Dame.
That sounds like an awesome life.

To have some vague sense of being on topic: I like the class. It's probably the best ranger fix I've seen that actually keeps the flavor of the ranger.
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Old 08-26-2010, 05:40 AM   Top  -  End  -  #12
Coidzor
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I think it's treated as exotic, IIRC. Though, I might need to find the source to use it; I recall having seen it somewhere (and it can't be Complete Warrior because I checked the weapons section right at the moment I'm posting this).

Still, perfect sense that it should. It's just that it doesn't appear on the SRD, though I make an exception for DMG weapons and some fitting additions.
IIRC, it's from Book of Exalted Deeds. I feel a bit conflicted that one of my favorite weapons is from there (allowing partial entangling like a net from further than 10 feet), but, eh. And yeah, I know I'm silly for having the entangler weapons as some of my favorites.

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That's the intention. Still, just the combat styles aren't enough. A bit of help could do for a better class (this is the intention every time I post a retooling, though most of the time it needs much less work)
Wish I could think of something more to add to them or for the dead levels on the higher end... I dunno how blasphemous you consider it, but you could alter the spell progression to get 5th levels around that point, but... since you're using the Druid list barring necromancy and evocation rather than just a specialized ranger list (like the PHB ranger had for 1-4 and mystic ranger had for 5th level spells), that's probably counterproductive to your purposes, not to mention awkward up the spell progression.

I've only looked at a couple of ranger retools/fixes before, so I'm not that useful in that regard either, but, I do like how you gave them trapfinding from the get-go.

Hmm... For the Throwing Improved Combat Style, is that the base range increment getting increased (so something that would say, double the range increment would go (base+30)*2?) or a flat bonus after other modifiers?
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Old 08-26-2010, 07:45 AM   Top  -  End  -  #13
Mongoose87
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

It looks nice, on the whole, but the Combat Style Mastery abilities seem to be a collective headache waiting to happen.
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Old 08-26-2010, 07:38 PM   Top  -  End  -  #14
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Might I recommend the dead level abilities being examined for this to kinda reflect? Cause... Well, the later levels seem dead to me, and HiPS isn't worth staying in Ranger. It might not be useful later on to stay in the class.
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Old 08-26-2010, 09:05 PM   Top  -  End  -  #15
T.G. Oskar
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Originally Posted by Andion Isurand View Post
Yeah, I just wanted to throw that feat I made into the mix.

I gave it its own name so it wouldn't be associated with the epic feat, figuring that going from 7 to 8 attacks in a round is of a smaller relative benefit than the previous feats in the chain. It's more of a revision than an original creation.

But i understand what you mean by wanting exclusive abilities to be given by combat style.
Yet, it's exactly what you get via Perfect Two-Weapon Fighting, since by that moment you should have already gotten two attacks out of everything. That is one of the fundamental problems of TWF: you need around 3 feats to use TWF on a good basis, 4-5 to use it on other circumstances, and 6-7 to fully specialize on it, and it has a nasty Dex requirement and feat tax to make it useful. Theoretically, Perfect Two-Weapon Fighting should have been the next on the chain, with TWF being the first (much like Combat Expertise -> Improved Combat Expertise, but that one has its own problems).

I can understand it's a revision, but it acts like an intermediate feat in the chain which eventually lets PTWF work with, say, Speed weapons or the benefit from Haste.

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Originally Posted by Coidzor View Post
IIRC, it's from Book of Exalted Deeds. I feel a bit conflicted that one of my favorite weapons is from there (allowing partial entangling like a net from further than 10 feet), but, eh. And yeah, I know I'm silly for having the entangler weapons as some of my favorites.
That isn't so bad. I should have figured the lasso was there; I have BoED, and I've read it a lot but it seems I haven't memorized it yet. Entangling weaponry makes you a bit less effective but provides much more options than just attacking, since you can debuff the enemy.

Quote:
Wish I could think of something more to add to them or for the dead levels on the higher end... I dunno how blasphemous you consider it, but you could alter the spell progression to get 5th levels around that point, but... since you're using the Druid list barring necromancy and evocation rather than just a specialized ranger list (like the PHB ranger had for 1-4 and mystic ranger had for 5th level spells), that's probably counterproductive to your purposes, not to mention awkward up the spell progression.
I could have gone with 5th level spells, but that would have been a bit more work. 0-level spells are a stretch already, but those are understandable; they provide a feel of spellcasting and mild utility while spellcasting comes. However, what kills it a bit is the progression. 5th level spells would have been gained at the very last levels, probably 16th or 17th if you see the progression of spells (4 levels from 0 to 1st, 4 levels from 1st to 2nd, 3 levels from 2nd to 3rd, 3 levels from 3rd to 4th, hence it's either 2~3 levels from 4th to 5th). And that would give a bigger boost to Ranger, that's for sure. Duskblade has it, so why not Ranger?

Except...that would imply changing essentially...5 or so more classes. I drew the idea from the Bez-Kismet, which is a retooled Hexblade I made, as well as another class I got on the burner and that will probably come soon. As well, it would be only a mild push until you get to 6th level spells, and that would be stepping on the boundaries of a Bard, which is unique because it has no half-spellcasting but 2/3rds spellcasting. 0-4th, restricted full spellcaster spell list and full CL makes for half spellcasting which is the concept behind the class, with some spells added to the list to cover for the spell list restriction.

So, while it's not blasphemous, it's...kinda needless. I would rather focus on adding more abilities that have a true Ranger feel than more spellcasting, but I support that Ranger has spellcasting to a certain extent. That way, since you still have the combat styles, you can work with a hybrid for Mystic Ranger which uses the Ranger spell list of this class and the few 5th level spells gained through the alternate spell list.

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I've only looked at a couple of ranger retools/fixes before, so I'm not that useful in that regard either, but, I do like how you gave them trapfinding from the get-go.
Well, they're a scouting class, that's for sure. Rogue has it, Scout has it IIRC, even Beguiler has it, so why not Ranger? Natural hazards are one thing, but actual magic hazards should also be part of the Ranger ability list since they could get used to nature clerics' symbols and druid traps.

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Hmm... For the Throwing Improved Combat Style, is that the base range increment getting increased (so something that would say, double the range increment would go (base+30)*2?) or a flat bonus after other modifiers?
First one. It's base, then the bonus, then any modifier goes else. Far Shot would be (base+30) times two, for example. That makes throwing weapons an equally good choice than actual projectile weapons, since otherwise the actual top would be somewhere between 50-60.

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It looks nice, on the whole, but the Combat Style Mastery abilities seem to be a collective headache waiting to happen.
Mind explaining? I can figure out one mild headache, but the others are pretty simple:
Capture: whether you grapple or you trip, they get held and prone.
Throwing: returning weapons
TWF: anytime you get a single attack, you are treated as if wielding 2-handed, except when you're full attacking.

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Might I recommend the dead level abilities being examined for this to kinda reflect? Cause... Well, the later levels seem dead to me, and HiPS isn't worth staying in Ranger. It might not be useful later on to stay in the class.
HiPS is worth staying on Ranger, mostly because otherwise Camouflage would be pointless. Perhaps granting HiPS earlier would be a better choice, since the ability is gained pretty late, but by itself Hide already has troubles. Remember that, while the Ranger has Invisibility spells, Invisibility is one of the abilities that is detected the easiest (See Invisibility, True Seeing, blindsight, tremorsense, Mindlink feat, Invisibility Purge, etc.) while Hide is a tad more difficult (around half of the choices are blocked, a feat blocks the remainder to an extent).

And yes, you're not alone. The later levels are mostly dead, but that's because most of the Rangers in other games aren't as developed as, say, Samurai or Paladin or Bard. They usually have a similar trend of abilities, which makes the late Ranger fall behind.

As for the Dead Levels article, I feel that most of the abilities are filler; nothing that really advances the class so as to merit taking an actual level. Yet, I still feel that I could add a bit more, perhaps reduce some abilities from level to make them more attractive, and then kicking up things a notch. Combat Styles would have to remain at 16th and in the same progression because the Samurai has a similar structure going on (not the OA or the CW Samurai, in any case); afterwards, there are very few abilities that I've noticed that could merit an increase, and that follow a mathematical pattern.

That last bit is crucial, since it has directed most of my homebrew. If you see, the bonus feats, the favored enemy bonus, the combat styles and the spellcasting follow mathematical patterns, which undoubtedly fill levels. There are some suggestions to possible patterns; level 3 has fast movement, level 7 has both woodland stride and swift tracker, so you can expect levels 11th, 15th and 19th to have movement-related abilities. Equally, level 9th has evasion, and level 14th has improved evasion; level 13th has camouflage and level 17th has HiPS, which are stealth-based abilities. Each ability has a specific pattern, which if it's broken it kinda reduces the organization of the class. Sometimes, these can be broken, but sometimes, organizing them in such a way leads to further dead levels and clutters of abilities. By organizing them in patterns, not only does it provide organization, but it also can provide ideas on what abilities you can provide. Furthermore, depending on how strong that ability is, you can provide an expected growth rate (one upgrade every 4 levels, starting from level X and ending in level X+Y) that will be reasonable, allowing for breaking abilities in parts, combining abilities, observing possible reinforcements, and so on.

There is a load of improvement around, but by the time you surpass level 15th, the class should provide you abilities befitting that level. Understandably, HiPS may not seem like such, but it doesn't mean it's pointless; quite the contrary, it's a strong ability that could be acquired later on, and which could develop into a stronger ability. But that the latter levels are dead levels; sure, even I recognize it. That's why I post this, to gather ideas and see how I can improve the class even further.
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Old 08-26-2010, 09:10 PM   Top  -  End  -  #16
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Well I prefer my rangers as these guys

https://www.benning.army.mil/75thranger/index.htm

Or better yet the real ranger from middle earth

http://lotr.wikia.com/wiki/Aragorn_II_Elessar
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Old 08-26-2010, 10:04 PM   Top  -  End  -  #17
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Uncanny dodge, increased fast movement? Instead of nabbing Evasion at 9th, move it earlier (to 5th) and place Uncanny Dodge at 9th; this let's you slip Improved Uncanny in later. Of course this could disrupt the pattern.

Have fast movement advance at a rate of +10 on the given levels, which gives a speed/maneuvering boost. That'll also turn 19 less dead.

I'm good with worlds, but classes are much less simple.
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Old 08-26-2010, 11:48 PM   Top  -  End  -  #18
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Originally Posted by DythTheKobold View Post
Uncanny dodge, increased fast movement? Instead of nabbing Evasion at 9th, move it earlier (to 5th) and place Uncanny Dodge at 9th; this let's you slip Improved Uncanny in later. Of course this could disrupt the pattern.

Have fast movement advance at a rate of +10 on the given levels, which gives a speed/maneuvering boost. That'll also turn 19 less dead.

I'm good with worlds, but classes are much less simple.
Not so keen on the fast movement (otherwise, the fact that Rangers have fast movement and Longstrider means they need no horse), but Uncanny Dodge is possible.

However, I might need to determine the best position for each. It all depends on whether the ability has enough strength to stand alone, or if it could be coupled. For example: Woodland Stride and Swift Tracker are abilities that aren't self-standing, while stuff like Mettle are. Bonus feats are not self-standing, so any level divisible by 4 can have at least one self-standing partner. Favored enemy is also a non-self-standing ability, so they can have a partner. Fast Movement, Evasion, Uncanny Dodge, the improved versions of the latter two, Swift Tracker and Woodland Stride are movement-based abilities, and they stand at odd levels. Level 6 has Improved Combat Style, which I believe is self-standing enough so as to keep quiet. Camouflage and HiPS are stealth-based abilities, so they also go separate. I have 7 abilities that are movement-related, so the best bet is to go with a multiple of 2 or multiple of 3 progression, ending rather quickly and with Improved Evasion. Given that Trapfinding is on level 2 but Rangers are less trained than Rogues on trap finesse, they could get Trapfinding at level 3 and start with either Fast Movement or Uncanny Dodge on level 2, then keep level 4 and 6 quiet because they have self-standing abilities, then 8, 10, 12 and 14 have the rest of the abilities. The other would be keep them multiples of 3, ignoring level 6 yet using the rest of the levels.

With multiple of two, the gap would be pretty wide, and since Swift Tracker/Woodland Stride are best kept on low levels, it would not be a good idea. However, with Track on 1st level, it would be appropriate to use a progression of mobility abilities every two levels, ignoring 11th because of Combat Style Mastery. Thus, I get 3rd, 5th, 7th, 9th, 13th and 15th, and most of the abilities are set up right there, so it seems like the best choice.

With multiple of three, I would have to ignore level 6th (because of Improved Combat Style), and keep 15th as the maximum since Improved Evasion on 18th seems a tad too late and a bit pointless.

It seems like a risk, but placing Uncanny Dodge at 5th, keep Evasion at 9th, get Imp. Uncanny Dodge at 11th and raise Imp. Evasion at 15th seems like the best choice. Then, perhaps downgrade Camouflage to 8th and HiPS to 13th, and probably some sort of Imp. Camouflage ability at 17th. Still won't help 18th and 19th, but some sort of movement ability at 19th level that's worthwhile.

The other idea is to set the Combat Style abilities at 2nd, 7th, 12th and 17th, but that would be a bit of a headache, since 1st, 6th, 11th and 16th seem like the right point (otherwise, the 1st level of a Ranger would be deprived of good abilities).

The final idea (and one I don't approve of, but it's necessary) would be to do as 4E did to some classes: let Ranger kill Scout and take most of its abilities. It has fast movement, camouflage, evasion, HiPS, bonus feats and most of the scout's abilities, so getting Skirmish wouldn't be too much of an insult. However, that would make the Scout entirely pointless as the Ranger would be much, much better. The progression of skirmish is pretty specific, as well (every odd level, alternating between 1d6 damage and +1 AC).

That reminds me: the Scout has Trackless Step but the Ranger, which is part-Druid, doesn't have it? Lemme add it to the list of "what to do" things...
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Old 08-27-2010, 01:00 AM   Top  -  End  -  #19
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

I'ma join the bandwagon and say you should still find SOMETHING for those levels. Dead levels are BAD JUJU.
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Old 08-27-2010, 01:33 AM   Top  -  End  -  #20
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Evasion and Improved Evasion + something at 19th? Mettle seems slightly underwhelming as a penultimate ability though. Maybe a Fortitude-only version at 14th? and delay Improved Evasion to 19th?

But then, as you said, delaying even Improved Evasion that long seems too long and too underwhelming for Pre-Epic play...

Hmm. Spacing is all wonkified to hell by it, but maybe some kind of Combat Style Perfection at 19th or 20th. I was initially thinking maybe about allowing certain benefits from the combat style to be applied to non combat style weapons/techniques.

Hmm... A half-initiator or quarter-initiator in a 1/2-to-1/3 caster class like this would probably just be inappropriate, even if it could be tied to the combat styles... x.x

Move away from the combat styles though, i guess... look at it and its flavor... Agile/Mobile, Canny Combatant who is at one with his surroundings/da wilds...

Maybe crib a bit from the Horizon walker's terrain mastery? Either in principle or fact...

Maybe make Wild Empathy applicable against plant then ooze creatures? Possibly then remove the penalty for using it on Magical Beasts... That could spread a minor thing across 3 levels in addition to first (4 if you unstick it from 1st as the basis for the pattern)... Fairly throwaway thought there, and it would be pretty random to boost it without any kind of pattern or to shift patterns in order to put it in as a pattern...

Even discussed it a bit with a friend of mine...
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the capture really entertained me

the ability to stop jaunters at high level is excellent
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Old 08-27-2010, 02:29 AM   Top  -  End  -  #21
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

I'm not particularly fond of the scout, but... Looking at it, I can't find a place for it that isn't filled already. It's an outdoor skill monkey, yeah, but... Isn't that what the Wilderness Rogue is?

Don't get me wrong, I hate having redundant/useless classes too, but having three classes that are basically the same thing, even if one is a variant seems... Dumb to me. It's WotC's error, but it wouldn't be horrible if Skirmish was eaten by Ranger.
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Old 08-27-2010, 04:54 PM   Top  -  End  -  #22
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

When I redid my ranger late last year I ended up combining the favored enemy and combat style into a nice little capstone package borrowing from that mess known as epic levels:

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Bane Of Enemies (Ex)

Any weapon you wield as part of your chosen combat style is treated as a bane weapon against your favored enemy or enemies.
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Old 08-27-2010, 06:35 PM   Top  -  End  -  #23
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

I don't have the energy to spare from the game I hope to be running in half an hour to read everything that has been said here, but I will say that for a campaign that isn't getting above 5th level, I could see archers taking the Thrown Weapon track just to get 2 feats instead of one. I would say something about the Capture track, but those two feats are considered things that aren't so bad to give out like candy (The argument goes that everyone should have them or some such...).
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Old 08-27-2010, 10:57 PM   Top  -  End  -  #24
T.G. Oskar
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Originally Posted by Lord_Gareth View Post
I'ma join the bandwagon and say you should still find SOMETHING for those levels. Dead levels are BAD JUJU.
Well, duh. No offense; I do need to get something, the problem is what something might fit. Freedom of Movement at will seems like a choice, but then again the Ranger gets FoM as a spell, so it overlaps. Blindsight needs a set of early sight-based abilities, and Track/Swift Tracker doesn't cut it.

Hmm...Scent? Track -> Swift Tracker -> Scent seems like a natural, considering one of the jokes on my game table when I played a Ranger were tracking by "scent" (not exactly actual tracking, but getting a whiff of the area and saying some random technical stuff such as "they must have been here two days ago, because the grass they stepped still smells fresh" or something. Aragorn pulled something like that, I believe.

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Evasion and Improved Evasion + something at 19th? Mettle seems slightly underwhelming as a penultimate ability though. Maybe a Fortitude-only version at 14th? and delay Improved Evasion to 19th?

But then, as you said, delaying even Improved Evasion that long seems too long and too underwhelming for Pre-Epic play...
Hmm...delayed Mettle of Fortitude? Sounds reasonable as a late addition. Evasion and Imp. Evasion are strong abilities, but few times you'll get meaningful damage from area attacks so as to guarantee Evasion (and a ring gets you mostly what you need). I could justify Mettle of Fortitude by means of reinforcing the physical side of the Ranger right at the end, but by then...

Problem is, 1st level spells and Animal Companion at 4th level make for a very strong pair of abilities that justify adding no more. Adding, say, Mettle of Fortitude or Evasion at that level would be too wonky. Perhaps Resist Nature's Lure, since it's mostly a filler ability that Druids get.

Quote:
Hmm. Spacing is all wonkified to hell by it, but maybe some kind of Combat Style Perfection at 19th or 20th. I was initially thinking maybe about allowing certain benefits from the combat style to be applied to non combat style weapons/techniques.
I don't want to progress Combat Styles any further than 16th because the idea is to get everything combat-related by level 16th, adding mostly a favored bonus and a feat at level 20th. Still, the allowance of certain benefits *could* apply, but the benefit would be pretty minor, and it would reduce the concept of a focused combat style anyways...

Quote:
Hmm... A half-initiator or quarter-initiator in a 1/2-to-1/3 caster class like this would probably just be inappropriate, even if it could be tied to the combat styles... x.x
>.< Don't say that. ToB is awesome, but I prefer martial-related ACFs and classes with unique feel (*coughcoughBlademastercoughcough*) than retooling maneuvers into old classes. Not a fan of "Crusader is the new Paladin, Swordsage is the new Monk", though I do comply that "Warblade is the new Fighter, and PHB Fighter is the NPC martial class".

Quote:
Move away from the combat styles though, i guess... look at it and its flavor... Agile/Mobile, Canny Combatant who is at one with his surroundings/da wilds...

Maybe crib a bit from the Horizon walker's terrain mastery? Either in principle or fact...
Preferred environments? That would take a bit of hammering, but it would work fine. Maybe the latter favored enemy bonuses could get company with terrain bonuses (you get used to enemies, then you get used to terrain). Good point, but I'll have to consider it. Maybe some sort of "Favored Terrain" by levels 10th and 15th, and "Favored Plane" at level 20th, but make the terrain and planar bonuses closer to Favored Enemy than Terrain Mastery? That way, going Horizon Walker remains unique.

...whoops, forgot the Insight bonuses are present, and they are weaker than the Favored Enemy bonuses... Horizon Walker to the toolshop, anyone?

Quote:
Maybe make Wild Empathy applicable against plant then ooze creatures? Possibly then remove the penalty for using it on Magical Beasts... That could spread a minor thing across 3 levels in addition to first (4 if you unstick it from 1st as the basis for the pattern)... Fairly throwaway thought there, and it would be pretty random to boost it without any kind of pattern or to shift patterns in order to put it in as a pattern...
Reasonable enough, but there's a slight problem out there. I feel that giving that ability to the Ranger without counting it to the Druid would be unfair, sorta like boosting Lay on Hands to awesomeness but keeping Touch of Vitality on a lower level. Though, I could add as a minor boost that penalties on Magical Beasts are eliminated at a certain level, since eventually you'll deal with Magical Beasts more than animals.

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Originally Posted by DythTheKobold View Post
I'm not particularly fond of the scout, but... Looking at it, I can't find a place for it that isn't filled already. It's an outdoor skill monkey, yeah, but... Isn't that what the Wilderness Rogue is?

Don't get me wrong, I hate having redundant/useless classes too, but having three classes that are basically the same thing, even if one is a variant seems... Dumb to me. It's WotC's error, but it wouldn't be horrible if Skirmish was eaten by Ranger.
Wilderness Rogue is a variant class, so it doesn't count. Though, there are a few variant classes that do better than the official ones (Psychic Rogue vs. Lurk, full stop).

But yeah...Scout's only saving grace is Skirmish, since otherwise you'd have a non-casting Ranger, and non-casting Rangers are really weak. However, it's a problem to have a class that's part Fighter, part Rogue and part Druid because it acts like a skill monkey but has full BAB and martial weapon proficiency. Adding skirmish would be the ideal choice, but it would make the class far too loaded; not adding it, however, makes the Ranger a bit weak in attack potential (unless you go archery at level 16th, where you get leaps in combat potential with the amount of arrows you shoot). Perhaps the idea would be to get stunted Skirmish (but then Capture Rangers wouldn't get much damage from that), or a stunted Sneak Attack (but that would be stepping on the toes of the Rogue).

Theoretically, Favored Enemy acts like precision damage for the Ranger, so perhaps boosting Favored Enemy bonuses (and perhaps adding the Favored Terrain ability at level 10 and level 15) should work as a compromise. That, and working on the Scout to be a real scout and not a Ranger wannabe.

Maybe Scouts should get firearms -.-a?

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Originally Posted by Latronis View Post
When I redid my ranger late last year I ended up combining the favored enemy and combat style into a nice little capstone package borrowing from that mess known as epic levels...
Gee, I was speaking about Epic Levels and I wasn't smart enough to apply that idea. Downgrading some epic abilities into class abilities? Score!

...Though, there's not much to look at. Bane of Enemies and Death of Enemies is mostly the choice. Besides...that's an idea of yours, I don't like to steal when I can do something, though I do take the general enhancements that people ask for.

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Originally Posted by DracoDei View Post
I don't have the energy to spare from the game I hope to be running in half an hour to read everything that has been said here, but I will say that for a campaign that isn't getting above 5th level, I could see archers taking the Thrown Weapon track just to get 2 feats instead of one. I would say something about the Capture track, but those two feats are considered things that aren't so bad to give out like candy (The argument goes that everyone should have them or some such...).
Problem is, an archer that chooses the Throwing combat style loses on the archery abilities (and losing the 16th level ability hurts like heck, not to mention the free attack at 11th. I can bypass the 6th level ability since a dip into Order of the Bow Initiate and high Strength + composite longbow should replace the 6th level ability).

Capture, on the other hand, has some nice extra abilities. As mentioned by Coidzor's pal, punishing jaunters at level 16th and stopping them in their tracks is excellent. The fact that you are treated as if having powerful build (or a size category larger) for grapple and trip are also "things that aren't so bad to give them out like candy" (I mean, the retooled Monk and the retooled Samurai have them, and they make perfect sense since one of the things you learn on grappling arts such as jujitsu, aikijutsu and perhaps even wrestling is to use your opponent's strength against you; in wrestling, it's more "learn how to fall without calling it 'ukemi'").

Still: I like the idea of Favored Terrains and Favored Plane, even if I should just make it "the Material Plane plus any other plane" :P. Lemme take that to the workshop and ponder upon it...hmm...
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Old 08-28-2010, 06:33 AM   Top  -  End  -  #25
NineThePuma
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

There's a Favored Terrain variant in Unearthed Arcana. I'd recommend taking a peak at it's mechanics (I believe it was just 'Favored Enemy, but applies to everything in X terrain' but I don't actually remember) and maybe applying them?

A thought: what happens if you fight a half dragon... Oh, say, Ogre, and your favored enemy would apply to the Ogre half? Would it still apply? (RAW says no)

If the various Outsider (Subtype) and Humanoid (subtype) were changed to X (Subtype) it might be worth it, given that there are ways to change the main types.

And, as I think someone noted, raiding Epic for a cap stone works x3
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Old 08-28-2010, 07:24 AM   Top  -  End  -  #26
Latronis
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

+2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks. For UA's favored terrain (environment actually i think they call it) I've been looking at it to tweak my ranger a little further.

More useful overall, though less effective compared to FE bonuses when fighting your favored enemies
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Old 08-28-2010, 07:26 PM   Top  -  End  -  #27
T.G. Oskar
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Originally Posted by DythTheKobold View Post
There's a Favored Terrain variant in Unearthed Arcana. I'd recommend taking a peak at it's mechanics (I believe it was just 'Favored Enemy, but applies to everything in X terrain' but I don't actually remember) and maybe applying them?
Quote:
Originally Posted by Latronis View Post
+2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks. For UA's favored terrain (environment actually i think they call it) I've been looking at it to tweak my ranger a little further.

More useful overall, though less effective compared to FE bonuses when fighting your favored enemies.
As Latronis says. It's pretty useful overall, but weaker compared to FE bonuses. However, if we mix the two...

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Originally Posted by DythTheKobold View Post
A thought: what happens if you fight a half dragon... Oh, say, Ogre, and your favored enemy would apply to the Ogre half? Would it still apply? (RAW says no)
Well, speaking of Ogre...nope. Ogres are Giants, and Half-Dragon Ogres are Dragons, so...

Now, a character with, say, Fey blood would be considered for the favored enemy bonus if it says "this character is considered fey for...", since otherwise those abilities are pretty silly.

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If the various Outsider (Subtype) and Humanoid (subtype) were changed to X (Subtype) it might be worth it, given that there are ways to change the main types.
I was thinking of keeping Outsiders as their own subtypes, but collapse Humanoids into a single purpose. There are several varieties of Elves, sure, and also several varieties of humans, but the rest? Each races' variants that aren't humans or elves don't increase over 5. Heck, even elves with the large amount of variants they have rarely justify taking humanoid (elf).

Outsiders, on the other hand...Devils, Yugoloth and Demons are evil outsiders and there's several (not to mention they usually are high-level monsters), Angels, Archons, Guardinals, Eladrin and assorted miscellaneous are good outsiders (and there's almost enough to justify), Demons and Slaadi are chaotic outsiders, and Devils, Modrons and I believe Formians are lawful outsiders, so there's a reason to keep alignments separate. I might collapse elemental-type outsiders into Outsider (elemental), though.

Also, thinking: how about allowing to change favored enemies at 10th level and higher? Orcs and goblinoids are numerous at the first few levels, but a 20th level ranger with humanoid (goblinoid), even with a +2 bonus, is losing his time. Thus, that would be a reasonable change: exchange one favored enemy type for another, so that a Ranger slowly gains awareness of higher-level menaces and keeps other menaces low.

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And, as I think someone noted, raiding Epic for a cap stone works x3
I agreed to the idea, though I need to do further raiding.

As for dead levels...I made a juggle, and did a few additions to the ranger on the document in my side. They haven't been written on the table above, but that is in order to provide the idea first and then place it whenever appropriate.

Uncanny Dodge goes at level 5, along with the second favored enemy. Improved Uncanny Dodge goes at 11th, which makes pair with Combat Style Mastery; I determined that Combat Style Mastery was best left alone, but otherwise it would have been a headache to place. Thus, Imp. Uncanny Dodge at 11th.

13th level, which ATM only contains Camouflage, now grants Trackless Step (because if Druids can have it, why not Rangers) and Uncanny Tracker. The latter is pretty simple: if someone uses Pass Without Trace, or Trackless Step, the character can do the tracking but with a -20 penalty. If it sounds too similar, look at the Bloodhound :P

Camouflage was demoted to level 8th, where a bonus feat stands. Hide in Plain Sight was demoted to level 12th, to follow yet another bonus feat. That would have meant a pretty strong ability at 16th that's stealth-related, but unfortunately Combat Style Supremacy is there, and that ability is just TOO good to pass up. Thus, there IS an ability...at level 18th, which makes it even levels for stealth. And that would be...Undetectable: a ranger using Hide and Move Silently cannot be detected by supernatural or magical means, although extraordinary versions of blindsense, blindsight and tremorsense do (blindsight and blindsense if they aren't listen-based). Thus, a dragon *MIGHT* be capable of detecting you, but a wizard with Mindsight doesn't. Detect Magic doesn't ping you. See Invisibility merely reduces the bonus on Hide checks, but you still require to have a good Spot to see the ranger. And so forth.

Favored Terrain and Favored Plane are a go.

Remember, these are mostly ideas I'm throwing and that I have organized on the "alpha" document, so to speak. They won't appear on the table above and on my post until there is enough approval for it. Still working on making 17th level and 19th level beautiful enough, but I still need to dig a bit more.
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Old 08-28-2010, 09:32 PM   Top  -  End  -  #28
Coidzor
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

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Also, thinking: how about allowing to change favored enemies at 10th level and higher? Orcs and goblinoids are numerous at the first few levels, but a 20th level ranger with humanoid (goblinoid), even with a +2 bonus, is losing his time. Thus, that would be a reasonable change: exchange one favored enemy type for another, so that a Ranger slowly gains awareness of higher-level menaces and keeps other menaces low.
Yes. Sort of like how wossnames can replace maneuvers they learned earlier on in their careers with higher level ones.

So, yeah, I like this idea. So, 10th, 15th, and 20th, can switch one favored enemy out for another one... Looks good.

Hmm... An idea just occurred that you might want to consider, maybe as part of the capstone the ability to change favored enemies and such around more freely? Maybe a GP or XP cost (probably plus time, maybe have it take an entire rest period and only be capable of doing it 1/week or 1/month?) ...or... since you mentioned having multiple favored Xs in the scheme... maybe have it be free for favored terrain, GP cost for favored enemy, and XP cost for favored plane? Depending upon the power of the abilities anyway.

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Originally Posted by T.G. Oskar View Post
Uncanny Dodge goes at level 5, along with the second favored enemy. Improved Uncanny Dodge goes at 11th, which makes pair with Combat Style Mastery; I determined that Combat Style Mastery was best left alone, but otherwise it would have been a headache to place. Thus, Imp. Uncanny Dodge at 11th.

13th level, which ATM only contains Camouflage, now grants Trackless Step (because if Druids can have it, why not Rangers) and Uncanny Tracker. The latter is pretty simple: if someone uses Pass Without Trace, or Trackless Step, the character can do the tracking but with a -20 penalty. If it sounds too similar, look at the Bloodhound :P

Camouflage was demoted to level 8th, where a bonus feat stands. Hide in Plain Sight was demoted to level 12th, to follow yet another bonus feat. That would have meant a pretty strong ability at 16th that's stealth-related, but unfortunately Combat Style Supremacy is there, and that ability is just TOO good to pass up. Thus, there IS an ability...at level 18th, which makes it even levels for stealth. And that would be...Undetectable: a ranger using Hide and Move Silently cannot be detected by supernatural or magical means, although extraordinary versions of blindsense, blindsight and tremorsense do (blindsight and blindsense if they aren't listen-based). Thus, a dragon *MIGHT* be capable of detecting you, but a wizard with Mindsight doesn't. Detect Magic doesn't ping you. See Invisibility merely reduces the bonus on Hide checks, but you still require to have a good Spot to see the ranger. And so forth.

Favored Terrain and Favored Plane are a go.
Hmm, like it all so far. Doesn't sound like you're making it too busy, either.

Where are you thinking of starting Favored Terrain and Favored Plane?
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Old 08-29-2010, 12:38 AM   Top  -  End  -  #29
Knaight
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

Concerning the dead levels, you could improve favored enemy on one of them, even with a bonus that isn't a proper continuation. You may take 10 on all opposed skills when opposed to your favorite enemy or some such.

Overall, this is one of the best Ranger classes I have seen, and the only one competing with it was made by Fax Celestis.
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Old 08-29-2010, 03:51 AM   Top  -  End  -  #30
Latronis
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Default Re: The Retooled Ranger: because rangin' isn't just shootin' and dual-wieldin'

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I was thinking of keeping Outsiders as their own subtypes, but collapse Humanoids into a single purpose. There are several varieties of Elves, sure, and also several varieties of humans, but the rest? Each races' variants that aren't humans or elves don't increase over 5. Heck, even elves with the large amount of variants they have rarely justify taking humanoid (elf).
Well depending on the campaign maxing out a FE on (human esp) a specific humanoid can get quite the work out, you won't be facing lv20 humanoids afterall more like lv20 wizards that happen to be humans or elves.

But I agree in general Cutting down on the humanoids is a good plan. All humanoids being 1 might be a bit too much though hmm

Quote:
Outsiders, on the other hand...Devils, Yugoloth and Demons are evil outsiders and there's several (not to mention they usually are high-level monsters), Angels, Archons, Guardinals, Eladrin and assorted miscellaneous are good outsiders (and there's almost enough to justify), Demons and Slaadi are chaotic outsiders, and Devils, Modrons and I believe Formians are lawful outsiders, so there's a reason to keep alignments separate. I might collapse elemental-type outsiders into Outsider (elemental), though.
If you were going to start collapsing the big ones I'd just drop it down too Outsider(Alignment Any) And Outsider(Elemental Any) Many of the alignment subtype outsiders are just reskinned versions of the others anyway

Quote:
Also, thinking: how about allowing to change favored enemies at 10th level and higher? Orcs and goblinoids are numerous at the first few levels, but a 20th level ranger with humanoid (goblinoid), even with a +2 bonus, is losing his time. Thus, that would be a reasonable change: exchange one favored enemy type for another, so that a Ranger slowly gains awareness of higher-level menaces and keeps other menaces low.
Fluff it up and let's see it :D

Mechanically it makes perfect sense.. but trading in kinda spits in the face of flavour IMO.

Quote:
13th level, which ATM only contains Camouflage, now grants Trackless Step (because if Druids can have it, why not Rangers) and Uncanny Tracker. The latter is pretty simple: if someone uses Pass Without Trace, or Trackless Step, the character can do the tracking but with a -20 penalty. If it sounds too similar, look at the Bloodhound :P
Never thought of that... I like it. I just put a 4+ HD ranger can still track clause in...

Quote:
Camouflage was demoted to level 8th, where a bonus feat stands. Hide in Plain Sight was demoted to level 12th, to follow yet another bonus feat. That would have meant a pretty strong ability at 16th that's stealth-related, but unfortunately Combat Style Supremacy is there, and that ability is just TOO good to pass up. Thus, there IS an ability...at level 18th, which makes it even levels for stealth. And that would be...Undetectable: a ranger using Hide and Move Silently cannot be detected by supernatural or magical means, although extraordinary versions of blindsense, blindsight and tremorsense do (blindsight and blindsense if they aren't listen-based). Thus, a dragon *MIGHT* be capable of detecting you, but a wizard with Mindsight doesn't. Detect Magic doesn't ping you. See Invisibility merely reduces the bonus on Hide checks, but you still require to have a good Spot to see the ranger. And so forth.
In natural terrain I assume?

Another stealth option if you keeping in evasion and improved evasion could be cunning evasion

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Favored Terrain and Favored Plane are a go.
Have something written down for your plane option?
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