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| TigerMouth2511-17-05, 08:09 PM | Hi everyone, I'm new to the boards and this is my first class posting so don't keep that in mind. This class was inspired by Szatany's Ultimate Ranger and will look similiar but has it's differences. The class follows Szatany's example of offering choice to players but unlike the ultimate ranger this class keeps the combat styles and offers the player a choice of being a spell caster or not. Oddly enough, I ending up making this class because I had such a hard time trying to balance the Ulitimate Ranger as be a spell caster. So let me know if this is over powered or not. ADVANCED RANGER GAME RULE INFORMATION Rangers have the following game statistics. Abilities: Same as in Player’s Handbook. Alignment: Any. Hit Die: d8. Class Skills The ranger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local), Knowledge (nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex) Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Track, Nature Ability 2nd +2 +3 +0 +0 Favored enemy or terrain 3rd +3 +3 +1 +1 Combat style feat 4th +4 +4 +1 +1 Ranger Path, Nature Ability 5th +5 +4 +1 +1 Favored enemy or terrain 6th +6/+1 +5 +2 +2 7th +7/+2 +5 +2 +2 Combat style feat 8th +8/+3 +6 +2 +2 Nature Ability 9th +9/+4 +6 +3 +3 Path Ability 10th +10/+5 +7 +3 +3 Favored enemy or terrain 11th +11/+6/+1 +7 +3 +3 Combat style feat 12th +12/+7/+2 +8 +4 +4 Nature Ability 13th +13/+8/+3 +8 +4 +4 Path Ability 14th +14/+9/+4 +9 +4 +4 Favored enemy or terrain 15th +15/+10/+5 +9 +5 +5 16th +16/+11/+6/+1 +10 +5 +5 Nature Ability 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 Favored enemy or terrain 19th +19/+14/+9/+4 +11 +6 +6 Path Ability 20th +20/+15/+10/+5 +12 +6 +6 Nature Ability 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, with light armor and with shields (but not tower shield). Track: A ranger gains Track as a bonus feat at 1st level. Nature Ability: At 1st, 4th, 8th, 12th, 16th, 20th a ranger gains one ability from the following list: Animal Companion (Ex): Same as in player handbook. Use half of the ranger's level, rounded up when determining how this ability functions. The ranger may influence his animal companion's attitude as if he had the Wild Empathy ability. Brave Traveler (Ex): A ranger understands just how scary the world can be. The ranger gains a +4 morale bonus against fear spells and effects. Lengthened Sustenance (Ex): A ranger learns how to function even without enough food or water. The ranger gains a +6 bonus to Constitution checks to avoid non lethal damage from starvation or dehydration. Natural Resistance (Ex): A ranger gains a +4 bonus on fortitude saves against non lethal damage caused by extreme heat or cold. Swift Tracker (Ex): 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 up to twice his normal speed. Traceless Track (Su): A ranger can track a creature under the effects of pass without trace spell or similar effect. The ranger takes a -20 circumstance penalty on his Survival check. Venom and Illness Knowledge (Ex): A ranger is well versed in the poisons and diseases found in the natural world. A ranger can idenitfy the kind of poison or disease present in a victim by making a Survival check against the DC. If the ranger has 5 or more ranks in Survial, he gains a +2 bonus on Heal checks to cure poison or disease. The ranger can't use this ability or the synergy bonus against poisons or disease that are Supernatural effects. Vigilance (Ex): A ranger needs less sleep and is more alert while sleeping than normal. The ranger needs half as much sleep as normal for his race. Weatherer (Ex): The ranger may ignore Listen and Spot penalties caused by rain and strong wind. Wild Empathy (Ex): Same as player handbook. Woodland Stride (Ex): Same as player handbook. Favored Enemy or Favored Terrain (Ex): At 2nd level a ranger may select a specific type of creature or terrain. Against a favored enemy, the ranger gains a +2 bonus on Buff, Listen, Sense Motive, Spot, and Survival checks and gains a +2 bonus on damage rolls against creatures of this type due to his extensive study of how to combat them. While the ranger is in his favored terrain, he gains a +2 bonus on Hide, Listen, Move Silently, Search, Spot, Survival checks due to his extensive study of the traits of the terrain. At level 6 and every 4 levels thereafter (10th, 14th, 18th level) the ranger may select and additional favored enemy or terrain. In addition, at each such intervals, the bonus against any one favored enemy or terrain (including the one just selected, if so desired) increases by 2. A ranger may choose enemies and terrains interchangeably. The bonuses from enemies and terrains stack if the ranger encounters a favored enemy on a favored terrain. A ranger selects favored enemies from table 3-14 in the player's handbook. A ranger selects terrains from the following list: Artic, desert, forest, hills, marsh(swamp), mountains, seas, underground, and urban. Combat Style (Ex): At 3rd level, a ranger has begins training in a specific combat style. A ranger selects a feat from his combat style list at 3rd, 7th, 11th level. When a ranger selects a feat from the list in his chosen style, he may ignore all non-feat prerequisites for that feat. Feats gained in this way are virtual feats that do not function unless the ranger is wearing light or no armor (Endurance and Magic Combat Style feats are not virtual). A ranger's combat style training is very precise and specialized. Thus, a ranger cannot gain feats from his combat style in a normal manner without disrupting his training. A ranger who acquires a feat listed in his combat style from a source other than this ability must meet all the prerequisites to take future related feats in his combat style. Example: a 3rd level ranger picks Agility as is combat style but he already has the Dodge feat that he gained at 1st level. This ranger must now meet all the prerequisites to gain the Mobility feat from his combat style's list. Likewise, he will need to meet all the prerequisites for the Spring Attack feat. However, the ranger may still take Combat Reflexes or Lightning Reflexes and ignore all non-feat perquisites. A ranger that has gained a combat style feat from an outside source may choose to take that feat again in his combat style. The feats do not stack; instead the ranger can now take future related feats by meeting only the feat prerequisites. This feat does not become a virtual feat so it is retained even while wearing medium or heavy armor. Ranged Barrage: Like rain from the sky, you strike from a distance with numerous attacks. Feats: Quick Draw, Throw Anything, Point Blank Shot, Rapid Shot, Manyshot, Improved Rapid Shot Ranged Precision: One well placed shot is all you need to pierce your foe's defenses. Feats: Point Blank Shot, Zen Archery, Precise Shot, Improved Precise Shot, Ranged Pin, Ranged Sunder Two Weapon: You know how to fight and defend yourself by using two weapons at once. Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Shield Pin, Off-Hand Parry Unarmed: You understand the power and danger of an unarmed opponent. Feat: Improved Unarmed Strike, Improved Grapple, Clever Wrestling, Close Quarters Fighting, Stunning Fist, Fists of Iron Tactical: Combat is more than just swing a sword and you have study combat intensely. Feats: Combat Expertise, Power Attack, Cleave, Improved Trip, Improved Feint, Improved Sunder Surprise: The unexpected is your weapon and your defense. Feats: Blind-Fight, Improved Initiative, Lightning Reflexes, Prone Attack, Quick Draw, Flick of the Wrist Agility: Your speed training lets you act in ways others cannot. Feats: Dodge, Mobility, Spring Attack, Lightning Reflexes, Combat Reflexes, Hold the Line Stamina: You can last much longer against hardships. (Note: These feats are not virtual and can be used with all types of armor) Feats: Endurance, Improved Toughness, Diehard, Great Fortitude, Resist Poison, Resist Disease Shield: With your shield, you can attacks as well as defend. Feats: Improved Shield Bash, Shield Charge, Shield Slam, Tower Shield Proficiency, Improved Buckler Defense, Phalanx Fighting Riding: You are comfort able in combat on a mount of any kind. Feats: Mounted Combat, Mounted Archery, Ride By Attack, Spiral Charge, Improved Mounted Archery, Trample Magic: You train to better use magic and to defend against it. (Note: These feats are not virtual and can be used with all types of armor) Feats: Iron Will, Spell Focus, Eschew Materials, Arcane Defense, Combat Casting, Augmented Summoning Ranger Path: At level 4, a ranger must decide where to focus his efforts. The ranger selects one path from the list and gains the benefit described. This power gained at level 4 is considered an Extrodinary effect. At 9th, 13th, 19th levels the ranger may select an ability from his path list. Unless otherwise noted, each ability can only be taken once. Ability path: The ranger decides to improve his nature abilities beyond that of normal rangers. At level 4 and any time thereafter, when the ranger is offer a Nature Ability, he may take an Improved Ability from the list below instead. Cat Nap (Ex): The ranger sleeps like a cat, meaning he is able to wake up at a moments notice. The ranger suffers no penalty for Listen checks while asleep. The ranger must have Vigilance to take this ability. Improved Companion Bond (Su): A ranger may converse with his animal companion as if he was under the effects of a Speak with Animals spell. The ranger must have an Animal Companion to select this ability. Improved Sustenance (Ex): A ranger's stomach becomes as strong as a goat's. The ranger is able to consume food that is rotten or otherwise unsuitable to eat. The ranger must have Lengthened Sustenance to select this ability. Trackless Step (Su): Same as druid class ability. The ranger must have Woodland Stride to take this ability. Combat Style path (Ex): The ranger feels that his combat training has the most importance and improves his current style. At level 4, the ranger gains an Additional Combat Style. The ranger selects a new combat style from the list and gains one feat from this style who's feat prerequisites the ranger meets. Whenever you are allowed to choose a new combat style feat, you may select a feat from either combat style as long as you meet the feat prerequisites. If you have a feat from a combat style that is shared by both styles, you are considered to have that feat in both styles. Armored Style (Ex): The ranger may use his combat style while in medium armor. The ranger my have proficientcy in medium armor to take this ability. Extra Style feat: The ranger gains a new feat in either combat style by meeting the non-feat prerequisites. This power may be taken multiple times. Style Mastery: Through great effort in training in his combat style, the ranger develops a special power associated with his combat style. In order to take this ability, a ranger must specify a combat style he taken at least 3 feats from. Ranged Barrage: Instant Shot (Ex): Once per day, a ranger may make a single ranged attack at his highest attack bonus as a free action. Ranged Percision: Deadeye Shot (Ex): The critical multiplier for any ranged weapon which the ranger has weapon focus in increases by one (a hand axe has a critical multiplier of x4 instead x3). The benefit from this ability does not stack with any other effect that increases critical multipliers. Two Weapon: Two Weapon Mastery (Ex): The penalties for fighting with two weapons are reduced by 2. If the ranger is using a light weapon in his off hand and has the Two weapon fighting feat, the ranger suffers no penealty for fighint with two weapons. Unarmed: Ki Strike(Magic) (Su): A ranger's unarmed attacks are treated as magical weapons for the purpose of dealing damage to creatures with damage reduction. Tactical: Counter-Tactics (Ex): A ranger gains a +4 bonus on all opposed Bull Rush, Disarm, Grapple and Knockdown rolls. Suprise: Uncanny Dodge (Ex): Same as rogue class ability. If the ranger has Uncanny Dodge from another class, he instead gains Improved Uncanny Dodge. The ranger's level stacks with other classes to determine the effectiveness of this ability. Agility: Evasion (Ex): Same as rogue class ability. If the ranger has evasion from another class, he instead gains improved evasion. Stamina: Damage Reduction 3/- (Ex): Same as barbarian class ability. This damage reduction stacks with other class and racial abilities. Shield: Defend Other (Ex): A ranger may use his shield to defend an ally within 5ft from an attack. Once per round, when an ally is attacked, you may add your shield AC to your ally's AC. You must be aware of the attack beforehand and not flat-footed. You may only defend one ally per round and only against one attack. Riding: Wild Rider (Ex): A ranger can take 10 on ride checks even if threatened or distracted. A ranger may also ignore the penalty for riding a mount bareback (without a saddle). Magic: Slippery Mind (Ex): Same as rogue class ability. Enemy Path: The ranger well being may depend completely on how well he knows his enemies. At level 4, the ranger gains a Focused Attack ability. The ranger can to apply his favored enemy bonus to his attack roll instead of to his damage roll. If the ranger uses this ability with a full attack action, all his attacks must have the bonus applied the same way. Enemy Defense (Ex): A ranger may apply his favored enemy bonus to his Armor class as a dodge bonus. Enemy Resistance (Ex): The ranger adds half of favored enemy bonus to saving throw against his favored enemies. A ranger must have Enemy Defense to take this ability. Enemy Skill (Ex): Select one of the following skills: Diplomacy, Intimidate, Disguise, Knowlege(local). A ranger may apply his favored enemy bonus to this skill when dealing with his favored enemy. In the case Disguise, you gain the bonus when you are either, disguised as your favored enemy or a favored enemy attempts an opposed Spot check. This ability can be taken more than once, each time the ranger selects a new skill. Skill path: A ranger feels that his skills are the key to success. Starting at level 4, the ranger gains an addition 2 skill points every time he gains a ranger level. Skill Mastery (Ex): As the rogue class ability except the ranger selects 2 + Int modifer skills. This ability can be taken more than once. Natural Talent (Ex): The ranger discovers a new talent for a skill. Choose one cross-class skill. That skill is now considered a ranger class skill. This ability can be taken more than once, each time the ranger selects a new cross-class skill. Spell Caster path: A ranger who picks this path becomes a divine spell caster as detailed in the player handbook. Starting at level 4, the ranger gains Concentration and Spellcraft as class skills. This path grants no abilities, instead the ranger gains divine spells. Terrain Path: By mastering the land, the ranger gains a great advantage over his foes. At level 4, the ranger gains improved movement. The ranger selects one type of movement. This movement mode permenently increases by +10ft. The ranger cannot select a movement mode that he does not possess. Camouflage (Ex): A ranger can use the hide skill in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Hide in Plain Sight (Ex): A ranger is so at home in his favored terrains that he can use the hide skill even while being observed. The ranger must have Camouflage before taking this ability. Terrain Awareness (Ex): A ranger is entitled to a search check if he passes within 5ft of a secret or concealed door while in any of his favored terrains. If the ranger already has a similar ability (such as an elf's Keen Sense), then the ranger gains a +2 bonus to search checks to find secret or concealed doors. Terrain Skill (Ex): Select one of the following skills: Balance, Climb, Swim, Tumble. A ranger may apply his favored terrain bonus to this skill while in his favored terrain. This ability can be taken more than once, each time the ranger selects a new skill. Terrain Trapfinding (Ex): Same as rogue ability except the ranger can only use it in his favored terrains. The ranger must have Terrain Awareness to take this ability. EPIC RANGER Whether cunning protector of the wild or cold-blooded hunter of the weak, the epic ranger is one with the wilderness, moving with deadly grace and keen mind through natural world. Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifier. Ranger Level Special 21st - 22nd Favored enemy or terrain 23rd Bonus feat 24th Nature ability 25th - 26th Favored enemy or terrain 27th Bonus feat 28th Nature ability 29th - 30th Favored enemy or terrain Favored Enemy or Terrain: An epic ranger gains additional favored enemy or terrain at 22nd level and every 4 levels thereafter (26th, 30th, 34th, and so on). Bonus Feat: An epic ranger gains bonus feat at 23rd level and every 4 levels thereafter (27th, 31st, 35th, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic feat, or two non-epic feats. Nature Ability: An epic ranger gains extra nature ability at 24th level and every 4 levels thereafter (28th, 32nd, 36th, etc). |
| vardock11-17-05, 08:52 PM | so basically you added a bunch of stuff to the ranger class without adding penalties, smooth. how would you like it if i played against you at 10th level with a fighter who gained a bonus feat at every level if you are looking for a spell casting ranger, be a druid. |
| Jaxgaret11-17-05, 09:02 PM | so basically you added a bunch of stuff to the ranger class without adding penalties, smooth. how would you like it if i played against you at 10th level with a fighter who gained a bonus feat at every level if you are looking for a spell casting ranger, be a druid. Well... it does lose the good reflex save. Heh. |
| TigerMouth2511-17-05, 10:41 PM | Well... it does lose the good reflex save. Heh. Yea that was a last second balancing thing :crazy:. Anyway vardock, could you be more specific to what is unbalance? The combat style? The Self Focus Path? :waits: |
| TigerMouth2511-18-05, 10:45 AM | :bump: I would like some more opinions please. If I overpowered the ranger, tell me where so I can fix it. :) |
| vardock11-18-05, 06:21 PM | In order for the class to be balanced you must take as much stuff away as you add. and about the terrain thing, there is a prestige class in the dungen masters guide that will do the same thing. |
| TigerMouth2511-23-05, 02:12 AM | Point taken Vardock, I usually improve lesser classes to be average. In this case, I took something average and ended up overpowering it. I find the horizon walker boring. Anyway I have spent this time redoing the class here is what I changed. -reduced the skill points from 6 to 4. -removed 3 combat style feats. -Got ride of the self focus path and created 5 new paths; Enemy, Terrain, Combat Style, Skill, and Nature Ability. Each is strong, but the ranger can only pick one, and from that only 3 powers total. Alright. How is it now? Overpowered still? Give me some opinions on this newly revamped class. :) |