New Ranger 3.0 [Archive] - Wizards Community

Post/Author/DateTimePost
Mr. Master

04-15-06, 05:44 AM
Well,it's not really a new class,but the reading of 3.5 PH inspired me.
I've always been satisfied of 3.0,but the ranger...well,I think it's not by chance that,some years ago,Monte Cook wrote an article about a new type of ranger (I don't remember where).
However,since I'd like to keep d10 as hit dice,I've created this new rule.I hope it will keep the Ranger balanced,giving him some extra flavour.

Home Rule for Ranger in 3.0 edition
Every 5 levels (5th, 10th, 15th and so on),the Ranger may choose one of the following special abilities:
-Wilderness Walk: as the 2nd level and 3rd level special abilities of the 3.0 Druid
-Tireless Hound: the Ranger can move at his normal speed and still follow tracks without any negative bonus.He can move at twice his normal speed with a -10 negative bonus
-Improved Mimetism: the Ranger can hide himself even if there isn't any good concealment (-5) or if he is in plain sight (-10)
-Veteran Hunter: the Ranger may choose 3 + Wis bonus abilities.He can take a 10 when doing an ability check even if in those conditions that normally negate it.Every time he chooses this special ability,he has to choose different abilities on which to apply it
-Improved Animal Companion: the animal companion of the Ranger may have a number of HD equal to the Ranger's levels (as it happens for Druids)
-Hunter's Smell (does it sound like this in English?): as the feat described in the MM (I've always liked the idea of the Ranger that smells the air and suddenly catches his enemy,hided behind some trees)
-Diehard: the Ranger has a +1 cognitive bonus on all Saving Throws
-Terrain Specialist: the Ranger must choose a terrain from the following list: Forest,Hill,Marsh,Mountain,Plain,Underda rk,Water.As long as he is in this terrain he gains a +1 cognitive bonus on Hide,Listen, Move Silently,Spot, Wilderness Lore.Every time he chooses this ability,he must choose a different terrain

Please,tell me your opinion.
Mr. Master

04-15-06, 07:11 AM
Oops,I've made a mistake.The real home rule was:

Home Rule for Ranger in 3.0 edition
Every 5 levels (5th, 10th, 15th and so on),the Ranger may choose one of the following special abilities:
-Wilderness Walk: as the 2nd level and 3rd level special abilities of the 3.0 Druid
-Tireless Hound: the Ranger can move at his normal speed and still follow tracks without any negative bonus.He can move at twice his normal speed with a -10 negative bonus
-Improved Mimetism: the Ranger can hide himself even if there isn't any good concealment (-5) or if he is in plain sight (-10)
-Veteran Hunter: the Ranger may choose 3 + Wis bonus abilities.He can take 10 when doing an ability check in those abilities even if in conditions that normally negate it.Every time he chooses this special ability,he has to choose different abilities on which to apply it
-Improved Animal Companion: the animal companion of the Ranger may have a number of HD equal to the Ranger's levels (as it happens for Druids)
-Hunter's Smell (does it sound like this in English?): as the feat described in the MM (I've always liked the idea of the Ranger that smells the air and suddenly catches his enemy,hided behind some trees),but the Ranger needs a Wisdom score of 12 or better
-Extra Favoured Enemy: the Ranger can select another favoured enemy.This special ability works as the feat described in Lords of Wilderness.Every time the ranger chooses this special ability,he has to apply it to a different enemy.
-Terrain Specialist: the Ranger must choose a terrain from the following list: Forest,Hill,Marsh,Mountain,Plain,Sky,Und erdark,Water.As long as he is in this terrain he gains a +1 cognitive bonus on Hide,Listen, Move Silently,Spot, Wilderness Lore.Every time he chooses this ability,he must choose a different terrain


Now,this was the good one.

Still waiting for your opinion. :)
Shadowfax7

04-16-06, 11:42 AM
First, may I correct some terms you are using:

Home rule = House rule
Hunter's smell = Hunter's scent

Also, some of the abilities you describe are in 3.5 ed D&D with different names:

Wilderness Walk = Wilderness Stride and Trackless Step (I understand you are trying to combine them, but I feel they would be better left as separate abilities).

Tireless Hound = Swift Tracker gained by the 3.5 Ranger @ 8th level.

Improved Mimetism = Camouflage and Hide in Plain Sight (I feel they would be better left as separate abilities). Camouflage is gained @ 13th level and Hide in Plain Sight is gained @ 17th level by the 3.5 Ranger.

Veteran Hunter = Skill Mastery as the Rogue special ability.

Hunter's Scent is the Scent ability in MM and is very powerful for a class ability, it should be restricted to higher level (10th level+)

Terrain Specialist . . . I would make the bonus an unamed +2 bonus.
Mr. Master

04-17-06, 07:48 AM
I know they already exist with different names,but I changed their names so as to give them a "rangerish" flavour.Also,I combined some of them (the 2 druid's powers and Camouflage+Hide in Plain Sight) to better suit the fact that the ranger gains them every 5 levels (ex. if I keep Camouflage and Hide in Plain Sight as different abilities,the ranger will have to wait at least 10th level to gain them all...and he only has 4 of this special abilities at 20th level!).
Mr. Master

04-21-06, 03:15 PM
I've decided to make some changes to these house rules:

-the ranger receives the special powers every 4 levels,not every 5 levels
-Hunter's Scent can be gained only from 12th level and it requires Wis 12
-Extra Favoured Enemy can be gained only from 8th level
-Improved Animal Companion can be gained only from 8th level and it requires Wis 12

I was also thinking about giving one or both these options:
-Ref ST as good as a thief one
-Evasion as one of the special powers he can choose

What do you think?
Mr. Master

04-23-06, 09:54 AM
That's it,after some adventures,I've decided the final changes to the 3.0 ranger:

-Ref STs as good as a thief ones
-can fight as if he has Ambidexterity+2 Weapons Fighting or Close Shot+Rapid Shot if in light or no armor.The ranger gains the first feat (Ambidexterity or Close Shot)at 2nd level,the second feat (2 Weapons Fighting or Eapid Shot) at 4th level
-he gains some special powers every 3 levels (he can use them only if in light or no armor):
3rd level = same feat of the 3rd level 3.5 ranger (Endurance?)
6th level = Wilderness Stride
9th level = Tireless Hound
12th level = Evasion
15th level = Camouflage
18th level = Hide in Plain Sight (only if at 3m from any sort of concealment)

So,as you can see,I've got some ideas from 3.5.Moreover,in this way,I don't need to change the ranger too much.
Thanks a lot for your informations,Shadowfax7. :)