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| dugfromthearth10-16-05, 07:59 PM | The goal of this design is that you can make selections and play the Adaptive Ranger as the PHB ranger. What I have done is taken various abilities and let you given you alternatives. For most of them the choices are simple variants - terrains for traveling, that sort of thing. This way a ranger from the ice floes of the north is not necessarily an expert in woodland travel. Natural Endowment is the biggest change, giving you alternatives to animal companion and spells (including taking just one of them for a stronger ability). So I would especially appreciate comments on that. For checking the class you just need to check the different sets of choices. The other abilities for the ranger are the same as in the PHB. I have listed the choices here with the standard ability for the type: chosen course (favored enemy), combat style (combat style), natural endowment (animal companion and spells), adaptive travel (woodland stride), adaptive defense (evasion) ADAPTABLE RANGER The text of this document is Open Game Content. The journey is half the battle. Rangers focus on the whole battle, the fighting and the journey. They are experts in tracking their prey wherever they may go and hunting them down in their own particular style. Races: All races have rangers, from the woodland archers of the elves to the tunnel rats of the dwarves. Each race has its own favored style of ranger, the elves favoring spells and archery; humans favoring two-weapon fighting and animal companions; halflings favoring traps and beast mastering; dwarves favoring ambush and totems. Role: The ranger’s role is generally that of a scout and secondary combatant. They can often serve to distract large numbers of enemies by leading them through nearly impassable terrain or otherwise getting them lost or even killed. A ranger should fight only when and where they choose. GAME RULE INFORMATION Rangers have the following game statistics. Abilities: Strength provides attack bonuses critical to the ranger’s primary role. Dexterity can provide much needed defense in combat and some important skills are based upon it. Alignment: Any Hit Die: d8 Class Skills: The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at 1st Level: (6 + Int modifier) ×4. Skill Points at Each Additional Level: 6 + Int modifier. Class Features All of the following are class features of the ranger. Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Exception: a feral ranger is proficient with all simple weapons and with light armor only. A feral ranger is treated as having the Improved Unarmed Strike and Improved Grapple feats, even if she does not have the normal prerequisites for that feat as long as she is wearing leather or no armor. Chosen Course (Ex) The path of a ranger is varied. Some defend chosen locations, others roam particular terrain such as forests, others hunt particular enemies wherever they may roam, and a few hunt whatever target they feel they must. At 1st level, a ranger may select a type of creature from among those given on the Favored Enemies table or a type of terrain from the Favored Terrain table, or a Favored Location or a Targeted Enemy. In the case of favored enemy, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type, and she gets a +2 bonus on weapon damage rolls against such creatures. In the case of favored terrain, the ranger gains a +2 circumstance bonus to Climb, Hide, Listen, Move Silently, Search, Spot, and Survival checks made within her favored kind of terrain, and all track checks made against her suffer –2 penalty. A favored location must be a specific location comprising one type of terrain that is ¼ square mile or less in area (it need not be a square shape). This can be a mountain pass, a strip of coastline, an oasis, the streets and alleys of a town (excluding the interiors), a set of fields, or a nameless patch of forest or plains that is special only in that it is home, etc. The benefits for favored location are as for favored terrain plus a +2 morale bonus on weapon damage rolls while in said location. The character must have some familiarity with the location in order to select it, but they need not be defending it. A ranger may learn the layout of the Bloodied Gate as well as the orcs that guard it and the pass through the mountains. A targeted enemy is a single character or creature but their exact identity can change over time. To change targeted enemies the ranger must abandon the old one and spend a week studying the new target. They can hear tales, observe them in person, examine old battlesites, etc. After a week of studying they receive their bonuses against the new target enemy. The bonuses are the same as for a favored enemy. This may be chosen several times to allow the ranger to target multiple individuals, such as the warlord Gralx and his scout Umbathar. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy, terrain, location or target from those given on the table. In addition, at each such interval, the bonus against any one (including the one just selected, if so desired) increases by 2. The ranger can choose enemies, terrains, and locations interchangeably. If the ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. Bonuses from an enemy and a terrain stack if ranger encounters a favored enemy in a favored terrain. However, if a specific creature falls into more than one category of favored enemy or an area falls into more than one category of favored terrain, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher. Track A ranger gains Track as a bonus feat. Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Combat Style (Ex) At 2nd level, a ranger must select one of five combat styles to pursue: ambush, archery, feral, trapping, or two-weapon. This choice affects the character’s class features but does not restrict her selection of feats or special abilities in any way. Feral is an exceptional case, it must be selected at level 1 as it alters the ranger’s starting proficiencies and feats. The benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of her style when wearing medium or heavy armor. See Combat Styles Endurance A ranger gains Endurance as a bonus feat at 3rd level. Endowment of Nature At level 4 the ranger selects twice from the list of natural endowments. They may select two different endowments or the same one twice for increased effect. See Natural Endowments Swift Tracker (Ex) Beginning at 8th level, a ranger can move at her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Camouflage (Ex) A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover orconcealment. Hide in Plain Sight (Ex) While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed. Ranger Abilities Level Bab Fort Ref Will Special 1 +1 +2 +2 +0 1st chosen course, Track 2 +2 +2 +2 +0 3 +3 +3 +3 +1 Endurance 4 +4 +3 +3 +1 5 +5 +4 +4 +1 2nd chosen course 6 +6/+1 +4 +4 +2 7 +7/+2 +5 +5 +2 Adaptive Travel 8 +8/+3 +5 +5 +2 Swift tracker 9 +9/+4 +6 +6 +3 Adapted Defense 10 +10/+5 +6 +6 +3 3rd chosen course 11 +11/+6/+1 +7 +7 +3 12 +12/+7/+2 +7 +7 +4 13 +13/+8/+3 +8 +8 +4 Camouflage 14 +14/+9/+4 +8 +8 +4 15 +15/+10/+5 +9 +9 +5 4th chosen course 16 +16/+11/+6/+1 +9 +9 +5 17 +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 18 +18/+13/+8/+3 +10 +10 +6 19 +19/+14/+9/+4 +11 +11 +6 20 +20/+15/+10/+5 +12 +12 +6 5th chosen course Favored Terrain Desert, Forest, Glacial, Hills, Mountains, Plains, Rural (farms), Seas, Swamps, Tundra Underground, Urban (streets) NATURAL ENDOWMENTS Animal Companion (Ex) This ability functions like the druid ability of the same name. If the ranger selects this endowment twice their effective druidic level is equal to their ranger level. If the ranger selects this endowment once their effective druidic level is one-half their ranger level. The ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), monkey, 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 her adventures as appropriate for its kind. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce her effective druid level below 1st. Animal Totem (Ex) The ranger develops some of the traits of an animal. They choose an animal from the list below. At levels 4, 8, 12, and 16 they choose a trait from the animal and receive its primary bonus. If the ranger has this endowment twice, they receive the secondary bonus four levels after they get the primary bonus. The traits for a totem may be selected in any order. A ranger may not select two different totems nor may they select the same trait twice. All of the bonuses listed on the chart are additive not cumulative. Example: a ranger with the endowment twice selects the Ape totem and the natural talent limb at level 4 and gets +4 to climb checks. At level 8 they get an additional +4 to climb checks for a total of +8, and select brute strength as their next trait for which they get +2 strength. At level 12 they will get a +1 strength damage bonus from brute strength and choose their third trait. Trait: Primary Effect; Secondary Effect Brute Strength: +2 Strength; +1 strength damage bonus Carnal Constitution: +2 Constitution; +1 hit point per level Untamed Dexterity: +2 Dexterity; +1 dodge bonus to AC Bull Charge: Improved Bull Rush bonus feat; Improved Overrun bonus feat Fast Runner: +10 ft land movement; +10 ft land movement Fifth Sense: Scent (MM); +4 competence bonus to survival Natural Hide: Treat hide armor as leather except lbs and AC; +1 natural AC bonus Natural Swimmer: Swim movement 10 ft; +10 ft swim movement Natural Talent: Skill competence bonus +4; Skill competence bonus +4 Pack Tactics: +1d6 dmg with flank attack; +2 bonus to hit when flanking Panther Trip: Trip attempt on successful attack (MM); +4 on trip check Primal Rage: Ferocity as boar (MM); Die Hard bonus feat Death Grip: Constrict (MM); Improved Grab (MM) Surprising Charge: Add initiative modifier to hit when charging(1); Improved Initiative bonus feat 1. You move and attack faster then your opponent can react. Add your initiative modifier, in addition to all normal attack modifiers, to your to hit roll. Totem: Traits Ape: Brute Strength, Untamed Dexterity, Natural Talent: Climb, Natural Talent: Tumble Bear: Brute Strength, Carnal Constitution, Primal Rage, Natural Hide Bison: Brute Strength, Carnal Constitution, Bull Charge, Natural Hide Boar: Carnal Constituion, Primal Rage Bull Charge Natural Hide Cattle: Brute Strength, Carnal Constitution, Bull Charge, Primal Rage Cheetah: untamed Dexterity, Fast Runner, Panther Trip, Surprising Charge Crocodile: Brute Strength, Carnal Constitution Natural Swimmer Death Grip Eagle: Untamed Dexterity, Fast Runner, Death Grip, Natural Talent: Spot Lion: Brute Strength, Fifth Sense, Panther Trip, Natural Talent: Move Silently Rat: Untamed Dexterity, Pack Tactics, Fifth Sense, Natural Talent: Survival Raven: Pack Tactics, Natural Talent: Bluff, Natural Talent: Intimidate, Natural Talent: Survival Shark: Pack Tactics, Fifth Sense, Natural Swimmer, Natural Hide Snake: Untamed Dexterity, Death Grip, Surprising Charge, Natural Hide Wolf: Carnal Constitution, Pack Tactics, Fifth Sense, Natural Talent: Move Silently Wolverine: Untamed Dexterity, Primal Rage, Fifth Sense, Natural Talent: Climb Weasel: Untamed Dexterity, Surprising Charge, Fifth Sense, Natural Talent: Climb Otter: Untamed Dexterity, Natural Swimmer, Fifth Sense, Natural Talent: Balance Beast Mastering (Ex) The ranger is able to command an animal or group of animals to temporarily assist them. This is not a supernatural ability, it relies upon the animals existing naturally in the area. A ranger is able to command animals and dire animals but not beasts (inspite of the name of the endowment) or other creatures. Alternately a ranger can command vermin only (especially underground rangers) or dinosaurs only. The animals obey the ranger even to at the risk of their own lives but will not make obviously suicidal actions. The ranger is able to give the animals simple directions such as which direction to move, who to attack, to dig, etc as long as the actions are within the natural abilities and skills of the animals. If the ranger chose this endowment twice, their commanding level is equal to their ranger level. If the ranger chose this endowment once, their commanding level is equal to half their ranger level rounded down. A ranger may use this ability a number of times per day equal to 1 + her Charisma modifier. Normally the ranger shouts out a call for a particular type of animal and if present they will come from up to a mile, up to the number which the ranger can command. The animals take 1 turn to assemble. The ranger may also use this in the presence of animals to command them temporarily regardless of their attitude towards the ranger unless they are under the direct control of another character. In either case the animals may be commanded for 1 turn per calling level of the ranger, time to assemble does not count against this duration. With each use of the ability a ranger can only command one particular type of animal. They may stack the use of the ability to have multiple groups of the same type or different types of animals under their command at the same time, even natural enemies will not fight while both are under a ranger’s command. With each use the ranger can command one animal with a CR equal to their commanding level, or two animals with a CR of 2 under their calling level, or twice as many animals per 2 additional CR under their calling level. So a ranger with a calling level of 7 could command 8 wolves which each have a CR of 1. Spells The ranger gains the ability to cast a small number of divine spells. Through 3rd level, a ranger has no caster level. If the ranger selects this endowment once, at 4th level and higher her caster level is one-half her ranger level and they can cast level 1 through 4 ranger spells as listed on the chart. If the ranger selects this endowment twice, at 4th level and higher her caster level is equal to her ranger level.and they gain the ability to cast cantrips from the druid list, plus a bonus ranger spell per spell level each day. Spells for having the endowment twice are in parentheses on the chart. A ranger must choose and prepare her 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. If she chose this endowment once her base daily spell allotment is given on Table: The Ranger. If she chose this endowment twice she uses the Bard spells per day but only up to level 4 spells. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on their spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spell Table Level Spell Level 0 1 2 3 4 1st - - - - - 2nd - - - - - 3rd - - - - - 4th (2) 0 (1) - - - 5th (3) 0 (1) - - - 6th (3) 1 (2) - - - 7th (3) 1 (2) - - - 8th (3) 1 (2) 0 (1) - - 9th (3) 1 (2) 0 (1) - - 10th (3) 1 (2) 1 (2) - - 11th (3) 1 (2) 1 (2) 0 (1) - 12th (3) 1 (2) 1 (2) 1 (2) - 13th (3) 1 (2) 1 (2) 1 (2) - 14th (3) 2 (3) 1 (2) 1 (2) 0 (1) 15th (3) 2 (3) 1 (2) 1 (2) 1 (2) 16th (3) 2 (3) 2 (3) 1 (2) 1 (2) 17th (4) 2 (3) 2 (3) 2 (3) 1 (2) 18th (4) 3 (4) 2 (3) 2 (3) 1 (2) 19th (4) 3 (4) 3 (4) 3 (4) 2 (3) 20th (4) 3 (4) 3 (4) 3 (4) 3 (4) COMBAT STYLES Ambush If the ranger selects ambush at level 2 she can do extra damage if she can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. When making an ambush, a ranger cannot attack with a weapon in her other hand or use a shield. The attack deals extra damage only when her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 2nd level, this goes up to 2d6 at 6th level and 3d6 at 11th level. Should the ranger score a critical hit with an ambush, this extra damage is not multiplied. Ranged attacks can count as ambushes only if the target is within 30 feet. A ranger’s ambush only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to an ambush unless they are a favored enemyof the ranger. Any item or ability that protects a creature from critical hits also protects a creature from an ambush regardless of favored enemy status. Archery If the ranger selects archery, at level 2 she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat. At level 6 she is treated as having the Manyshot feat, even if she does not have the normal prerequisites for that feat. At level 11 she is treated as having the Improved Precise Shot feat, even if she does not have the normal prerequisites for that feat. Feral If a ranger selects feral they prefer to fight tooth and nail rather than with weapons. Their initial weapon and armor proficiencies are changed and they effectively receive Improved Unarmed Strike and Improved Grapple feats at first level if wearing leather or no armor. At level 2 the ranger can do a slam attack with a fist for bludgeon damage. Her unarmed strikes do 1d6 dmg if she is medium, and 1d4 dmg if she is a small creature. She is treated as having the Two-Weapon Fighting feat but only when fighting unarmed. At level 6 the ranger can choose to do a rake attack for slashing damage. Her unarmed strikes do 1d8 dmg if she is medium, and 1d6 dmg if she is a small creature. She is treated as having the Improved Two-Weapon Fighting feat but only when fighting unarmed. At level 11 the ranger can choose to do a claw attack for piercing damage. Her unarmed strikes do 1d10 dmg if she is medium, and 1d8 dmg if she is a small creature. She is treated as having the Greater Two-Weapon Fighting feat but only when fighting unarmed. Trapping If the ranger selected trapping they must also take the craft Trapmaking skill to use their style. In addition to the normal use of the trapmaking skill they are able to create traps quickly in the wild using scrounged materials. The ranger can make three types of traps, the quality of the traps goes up with at higher levels. The traps are repairable not resettable as some of the parts will break when used. TRAPS Covered Pit Trap Anyone can make or find a pit. A 10 ft deep pit takes 12 man hours to dig per 5x5 ft surface area. Finding a suitable pit, crevasse, or depression requires 1 hour and a successful survival check. See Table 1.X for the DC of different terrain. A pit must be large enough to fit the creature that trips it, or the creature automatically makes their save. Covering and camouflaging a pit takes 1 hour per 5x5 ft surface area. It is reinforced just enough so that greater than one pound of weight is required to break the surface, this means that tiny animals will not trigger the trap. Repairing the trap requires 10 minutes per 5x5 ft surface area. Pit Finding Mountains, Ice DC 15, Hills, Rocky Desert DC 20 Plains DC 25 Swamp, Sandy Desert DC 40 Each additional 5x5 area +5 DC At level 2 with 1 rank in Craft Trapmaking, the ranger can crudely camouflage the pit so that its presence is not obvious. CR: 0 ;mechanical; touch trigger, rebuild; reflex save DC 20 (1d6 dmg, fall); Search DC 15, Disable Device DC 20 At level 6, with 3 ranks in Craft Trapmaking, the ranger can fashion stakes and stick them in the bottom of the pit – this of course must be done before the pit is covered. CR: 1; mechanical; touch trigger, rebuild; reflex save DC 20 (1d6 dmg, fall) pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+1 each); Search DC 15, Disable Device DC 20 At level 11, with 5 ranks in Craft Trapmaking, the ranger can do a better job camouflaging the pit. CR: 2; mechanical; touch trigger, rebuild; reflex save DC 20 (1d6 dmg, fall) pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+1 each); Search DC 20, Disable Device DC 20 Snare A snare is a rope, vine, flexible branch, or other contrivance that tightens to catch the limb that triggered it (usually a leg). The critical part to the snare is what the other end is tied to. A snare has 2 hit points and can usually be severed if it can be attacked, undoing a snare requires the Escape Artist skill. A snare takes 1 hour to build and 10 minutes to repair. At level 2, with 3 ranks in Craft Trapmaking, the ranger can make a snare and attach it to a dead weight on the other end. The snare restricts the victims movement as if they were grappled. CR: -1; mechanical; touch trigger; rebuild; Reflex Save DC 20; Grappled by snare (Str 18, Escape Artist DC 15); Search DC 15; Disable Device DC 15 At level 6, with 7 ranks in Craft Trapmaking, the ranger can attach the snare to a flexible tree or use a counterweight so that it pulls the victim into the air. The weight of the victim pulls the snare tighter making it harder to escape. The victim is effectively pinned, although they can make a tumbling roll DC 20 to reach the snare with a free hand. CR: 1; mechanical; touch trigger; rebuild; Reflex Save DC 20; Pinned by snare (Str 23, Escape Artist DC 20); Search DC 15; Disable Device DC 15 At level 11, with 11 ranks in Craft Trapmaking, the ranger can better camouflage the snare. CR: 2; mechanical; touch trigger; rebuild; Reflex Save DC 20; Pinned by snare (Str 23, Escape Artist DC 20); Search DC 20; Disable Device DC 15 Spring Stick A spring stick is uses a flexible branch or a swinging vine to propel a stick or log in the direction of the trigger. The log or stick has stakes attached, or ideally has numerous branches which are sharpened into stakes, for increased damage. Setting up a spring stick trap takes 1 hour. A spring stick takes 10 minutes to repair. At level 2 with a trapmaking DC of 15, the ranger can set up a basic spring stick. CR:-1; mechanical; touch trigger; rebuild; Atk +5 melee (4d6 x2); Search DC 15; Disable Device DC 15 At level 6 with a trapmaking DC of 20, the ranger can set up a more powerful and more accurate spring trap. CR:1; mechanical; touch trigger; rebuild; Atk +10 melee (6d6 x2); Search DC 15; Disable Device DC 15 At level 11 with a trapmaking DC of 25, the ranger can set up an even more powerful and even more accurate spring trap. CR:3; mechanical; touch trigger; rebuild; Atk +15 melee (8d6 x2); Search DC 15; Disable Device DC 15 Two-Weapon Combat If the ranger selects two-weapon combat, at level 2 the ranger is treated as having the Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat. At level 6 the ranger is treated as having the Improved Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat. At level 11 the ranger is treated as having the Greater Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat. Adaptive Travel At level 7 the ranger selects one mode of adaptive travel based on type of terrain from amongst the following. Ice Stride (Ex): The ranger can move across ice and snow and not step into it or be impeded in her progress over an icy area. She does not take two squares to enter the icy area, and Balance, Tumble or Climb DCs in the area are not increased for her. This ability does not protect the ranger from the cold of the ice or the negative effects due to long contact. This ability only functions if the ranger is wearing light or no armor. Mountain Climb (Ex): The ranger can climb at half speed at no penalty and can climb at three-quarters speed with a -5 climb penalty. They receive a +8 bonus on climb checks. This ability only functions if the ranger is wearing light or no armor. Plains Stride (Ex): The ranger’s land speed increases by 10 feet. This ability only functions if the ranger is wearing light or no armor. Note that plains includes steppes, savannahs, deserts, and tundra. Swamp Stride (Ex): The ranger can move across marshes and bogs without being impeded in her progress. She does not slip on or sink into mud and is not slowed or hindered by standing water that is knee deep or less. Deep water, Bog enchanted or magically manipulated to impede movement still affects the ranger. This ability only functions if the ranger is wearing light or no armor. Tunnel Stride (Ex): The ranger can crouch to half of her normal height with no penalties. The no penalties includes but is not limited to movement, dexterity, attacks, and spell casting. This ability only functions if the ranger is wearing light or no armor. Woodland Stride (Ex): The ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede movement still affect the ranger. This ability only functions if the ranger is wearing light or no armor. Adaptive Defense At level 9 the ranger selects one particular circumstance for which they have exceptional defense from amongst the following. This is usually related to the terrain in which they adventure but need not be. The more exotic defenses are often quite useful as the ranger seeks out areas hazardous to their foes but not to them. Combat Defense – Evasion (Ex) The ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. If helpless, the ranger does not gain the benefit of evasion. Elemental Defense – Resistant to Heat and/or Cold (Ex) The ranger is resistant to the effects of heat and/or cold. They may choose to be resistant to both, having a DR of 6/- but only against subdual damage. This allows them to exist comfortably in conditions between -50 and 150 degrees Fahrenheit without having to make fortitude saves. Or they may choose to be resistant to only heat or cold, giving them a DR of 6/- against normal damage but only against the one element. In no case does the protection extend to their equipment. Fall Defense – Slow Fall (Ex) The ranger can use a wall to slow her descent if it is within arm’s reach. When using this ability the ranger takes damage as if the fall were 5 feet shorter per ranger level than it actually is. Noxious Defense – Immunity to Natural Poisons and Natural Diseases (Ex) The ranger is immune to natural poisons and diseases such as snake venom and rabies. They have no special defense against magical or alchemical poisons and diseases. Suffocation Defense – Slow Breath (Ex) The ranger can hold their breath for 4 rounds per point of constitution (normal is 2 rounds per point). They consume half as much air as a normal character of their size. If taking subdual damage due to low oxygen (either from slow suffocation or high altitude) they take only half damage. |
| dugfromthearth10-17-05, 01:04 PM | bump :eek: |
| FriendlyBiscuit10-25-05, 04:10 AM | Way too complicated. This could be a small book unto itself. Well, it'd be a pamphlet... but you could make a small book out of simply making all of the core classes from the PHB into ultra-customizable versions like this one. |
| dugfromthearth10-25-05, 01:08 PM | it is rather long. it is easier to review in a different format where you can skip back and forth more easily. It isn't really all that complicated. For instance it is vastly less complicated than the wizard and a complete list of spells. I am tempted to make more customizable classes like this. Clerics, Wizards and other spell casters need it the least since they are already massively customizable with their spells. Fighters really just need changes to their starting abilities - being able to swap armor and weapon proficiencies for something else. |
| serow_#R12-15-05, 11:16 AM | ability to gain slighter more spells by sacrificing animal companion i like this ranger already :D |
| Shadowfax712-15-05, 12:40 PM | Yes, complicated, but I do like it. The only thing I don't like is the Feral Combat Style. I would reduce the unarmed damage to 1d3 small/1d4 medium for 2nd level, 1d4 small/1d6 medium for 6th level and 1d6 small/1d8 medium for 11th level. However, I would prefer to see a Feral Combat Style with the feats: Improved Unarmed Strike @ 2nd level, Improved Grapple @ 6th level and Stunning Fist @ 11th level and leaving the initial weapon/armor/shield proficiencies the same for all Rangers (even savage societies can use shields and some martial weapons). Or something similar. |