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Ranger VariantEdit

A new ranger. I'm trying to make a more Aragorn-esque ranger/hunter class, so I'm moving away from spells, animals companions, and that ilk. In my opinion, if you want to play a "we love nature" class, play a Druid. If you want to play a "I rain down death in nature" this class is for you. it starts a bit slow, and ends a bit slow. Working on that. I'm aiming for a high-rogue/wizard balance point. I've not done any play-testing yet, so I may already be there...


Making a Ranger VariantEdit

Alignment: Any.

Starting Age: Moderate.

Table: The Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Combat Style, Track
2nd +2 +3 +3 +0 Wild Empathy
3rd +3 +3 +3 +1 Endurance
4th +4 +4 +4 +1
5th +5 +4 +4 +1 Hunter's Quarry, Quarry Dice +2d6
6th +6/+1 +5 +5 +2 Improved Combat Style, Quarry Dice +3d6
7th +7/+2 +5 +5 +2 Woodland Stride
8th +8/+3 +6 +6 +2 Swift Tracker, Quarry Dice +4d6
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 Hunter's Quarry +2, Quarry Dice +5d6
11th +11/+6/+1 +7 +7 +3 Combat Style Mastery
12th +12/+7/+2 +8 +8 +4 Quarry Dice +6d6
13th +13/+8/+3 +8 +8 +4 Camouflage
14th +14/+9/+4 +9 +9 +4 Quarry Dice +7d6
15th +15/+10/+5 +9 +9 +5 Hunter's Quarry +3
16th +16/+11/+6/+1 +10 +10 +5 Quarry Dice +8d6
17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight
18th +18/+13/+8/+3 +11 +11 +6 Quarry Dice +9d6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Hunter's Quarry +4, Quarry Dice +10d6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
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), Use Rope (Dex).

Class FeaturesEdit

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).

Combat Style (Ex): At 1st level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

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 his ranger level and his Charisma 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.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Hunter's Quarry (Ex): At 5th level, and every 5 levels thereafter, a ranger may designate a single foe as his quarry at the start of an encounter. he may not change his quarry at any point during the encounter, but may designate a new quarry if the current one dies. Any creature that is immune to critical hits is not permitted as a quarry, except plants. Due to the knowledge he has acquired over the years, a ranger may designate a plant as his quarry. Although plants are vulnerable to a ranger's quarry dice, they are still immune to critical hits. Against his quarry he receives a +1 to attack and damage rolls, a +1 dodge bonus to AC, and +1 to all Saving throws made against effects or spells from his quarry. At level 10 all bonuses grow to +2. At levels 15 and 20 the bonus are +3 and +4, respectively.

Quarry Dice (Ex): Additionally, a ranger deals bonus damage on every attack against his quarry. Should a ranger score a critical hit against his quarry, the extra damage is not multiplied. This bonus damage starts at 2d6, and increases by 1d6 at every even level thereafter (3d6 at level 6, 4d6 at level 8, and so on, up to 10d6 at level 20). Quarry dice do not count as Sneak Attack or Skirmish dice, but do stack with Sneak Attack or Skirmish dice, assuming conditions for both are met.

Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

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.

Swift Tracker (Ex): Beginning at 8th 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.

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 light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

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 or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill while being observed.

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