Catfolk Ranger Modification [Archive] - Wizards Community

Post/Author/DateTimePost
texasboyks

05-01-06, 04:17 PM
I have decided to play a Catfolk from the RotW and have made some changes to the Ranger class that I think better suit the race.

The following Ranger class abilities remain unchanged:
-Base Attack Bonus
-Savings Throws
-Hit Dice
-Starting Gold

Here are my changes:
-Replace the Favored Enemy progression with the following
1st Level, AC Bonus as Monk (including initial WIS bonus and level progression)
5th Level, Dodge Bonus +1 as Swashbuckler
10th Level, Dodge Bonus +2
15th Level, Dodge Bonus +3
20th Level, Dodge Bonus +4
-Replace animal companion at 4th Level with Uncanny Dodge

-Skills are same with the following exceptions
Replace Swim with Tumble as Catfolk hate getting wet and are more agile than most
Replace Knowledge (Dungeoneering) with Knowledge (Local) as Catfolk tribes are nomadic and familiar with the region in which they live

So, basically, this is just the Ranger, with no favored enemies, but an increased AC bonus, and no animal companion but a sixth sense about danger and keeps his DEX bonus even when flat-footed.

As for spells, I don't think that keeping them would make the class overpowered. So they will stay the same.

Thoughts, Questions?
Hennet

05-02-06, 02:38 AM
I love it, looks good. I just made a Catfolk Ranger last night for fun, and now today I see your post, creepy huh?
legowarrior

05-02-06, 09:05 AM
Sounds like substitute levels. There is a thread around here for those.
Logain

05-07-06, 02:45 PM
Never adapt a class for a specific race, it's too strong.

Especially the monk ability (WIS to AC) added to swashbuckler and the DEX & Natural Armor bonus you already have...

I would never allow it as a GM.