Ranger, Tome (3.5e Class)

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Author: ThunderGod Cid (talk)
Date Created: August 2, 2010
Status: WIP
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"Divine Spellcasting, Other" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Ranger

No one should ever play a normal ranger when they can play a druid instead. A real ranger is a peerless hunter and a legitimate threat in multiple forms of combat.

Making a Ranger

A ranger places more emphasis on mobility than a fighter or barbarian, since he usually lacks their sheer number of attack options or raw power, respectively.

Abilities: Even though it is a martial class, a ranger has relatively low Hit Dice; as such, Strength, Dexterity and Constitution all help to ensure his combat efficacy. Aside from those three, Wisdom is the ranger's most important stat, as it governs his spellcasting ability to track enemies.

Races: Rangers can come from nearly any race, as a feeling of union with nature is all that is required to become one.

Alignment: Any.

Starting Gold: 1d6×10 gp (25 gp).

Starting Age: Simple.

Table: The Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +1 +2 +2 +0 Animal Companion, Combat Style, Tracker 2
2nd +2 +3 +3 +0 Favored Enemy (Minor), Nature Walk 3 0
3rd +3 +3 +3 +1 Natural Predator, Thrill of the Hunt 3 1
4th +4 +4 +4 +1 Beastmaster, Favored Enemy 3 2 0
5th +5 +4 +4 +1 Camouflage, Swift Tracking 3 3 1
6th +6/+1 +5 +5 +2 Combat Style, Favored Enemy 3 3 2
7th +7/+2 +5 +5 +2 Relocate 3 3 2 0
8th +8/+3 +5 +6 +2 Favored Enemy (Advanced) 3 3 3 1
9th +9/+4 +6 +6 +3 Ghillie in the Mist 3 3 3 2
10th +10/+5 +7 +7 +3 Favored Enemy 3 3 3 2 0
11th +11/+6/+6 +7 +7 +3 Combat Style 3 3 3 3 1
12th +12/+7/+7 +8 +8 +4 Favored Enemy 3 3 3 3 2
13th +13/+8/+8 +8 +8 +4 Big Game Hunter 3 3 3 3 2 0
14th +14/+9/+9 +9 +9 +4 Favored Enemy (Major) 4 3 3 3 3 1
15th +15/+10/+10 +9 +9 +5 Bloodhound 4 4 3 3 3 2
16th +16/+11/+11/+11 +10 +10 +5 Combat Style, Favored Enemy 4 4 4 3 3 2 0
17th +17/+12/+12/+12 +10 +10 +5 Forest Specter 4 4 4 4 3 3 1
18th +18/+13/+13/+13 +11 +11 +6 Favored Enemy 4 4 4 4 4 3 2
19th +19/+14/+14/+14 +11 +11 +6 Survival of the Fittest 4 4 4 4 4 4 3
20th +20/+15/+15/+15 +12 +12 +6 Favored Enemy 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is automatically proficient with simple and martial weapons, light and medium armor, and shields.

Spells: Like a druid, a ranger casts divine spells, which are drawn from the ranger spell list (see below). He also gains bonus spells accordingly based on his Wisdom score. Most of his spells are to aid him in augmenting his already formidable combat abilities or cause detriment to opponents, not as a form of attack. That said, his spells are more limited in number and power than a druid’s.

0— cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, resistance, virtue

1st— calm animals, charm animal, cure light wounds, detect snares and pits, endure elements, entangle, faerie fire, longstrider, magic fang, obscuring mist, pass without trace, speak with animals

2nd— animal trance, barkskin, bear’s endurance, bull’s strength, cat’s grace, delay poison, fog cloud, owl’s wisdom, resist energy, lesser restoration, spider climb, tree shape

3rd— cure moderate wounds, daylight, greater magic fang, protection from energy, snare, speak with plants, spike growth, water breathing, wind wall

4th— air walk, cure serious wounds, dispel magic, freedom of movement, giant vermin, rusting grasp, spike stones

5th— animal growth, commune with nature, control winds, cure critical wounds, stoneskin, tree stride, wall of thorns

6th— mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass cure light wounds, greater dispel magic, mass owl's wisdom, stone tell, transport via plants, wall of stone

Animal Companion (Ex): A ranger starts play with an animal companion, which may be any animal that normally has a Challenge Rating equal to his character level -2. Templates may be added on to the creature so long as its CR remains at the appropriate level and so long as they don't make the companion an invalid type. At first level, the ranger may have an animal companion with a CR equal to his own (such as a wolf), but such a companion cannot be advanced until 4th level.

Should the ranger ever lose a companion (either by death or voluntary release from service), another one automatically comes to his side after 24 hours if he so desires.

Once he reaches 4th level, the ranger may have a magical beast as his companion, but it also must meet the normal CR requirement.

Combat Style: A ranger selects creates his own combat style to pursue at 1st level, and keeps adding on to this style as he gains experience. At 1st, 6th, 11th, and 16th level, he gains a Combat feat of his choosing as a bonus feat.

Tracker (Ex): A ranger is possessed of an extraordinarily keen sense of smell, and is able to detect creatures by scent out to a distance of 10 feet per class level (this allows the distance of the ranger’s scent ability can exceed the norm of 30 feet, but otherwise follows all the normal rules). In addition, the ranger also gains Track as a bonus feat at first level.

Favored Enemy (Ex): A ranger trains himself vigorously in the destruction of certain types of foes, hereafter referred to as favored enemies. At every even-numbered level, he may choose a favored enemy from the list below, adding another type of creature to his list of favored enemies and granting benefits based on both his class level and the type of enemy selected. Despite the implications of the name, the benefits of choosing a favored enemy are not only applicable to that type of foe; instead, his experience fighting certain opponents aids the ranger in fighting other creatures with similar attributes. Favored enemy benefits are divided into three categories: minor (accessible starting at level 2), advanced (level 8), and major (level 14). Once a new tier of benefits are unlocked, they are applicable for every favored enemy the ranger has previously chosen and every one he selects afterwards.

A ranger gains certain benefits that apply regardless of what favored enemy he chooses. He automatically has the Edge against any favored enemy even if their base attack bonus exceeds his own. In addition, he gains a +2 bonus to attack rolls and a +1d6 bonus to damage rolls on all attacks (not spells) against any creature that is designated as a favored enemy. This damage bonus increases by another d6 for every favored enemy the ranger possesses.

Lastly, a ranger is well-versed in the tracks and habits of his favored enemies, gaining a bonus to Survival checks made to track such creatures equal to one half his class level.

Nature Walk (Ex): A 2nd level ranger no longer incurs penalties for moving over difficult terrain, and may track a target regardless of any means they may use to cover their tracks (including a pass without trace spell) as if they were moving normally.A 2nd level ranger no longer incurs penalties for moving over difficult terrain, and may track a target regardless of any means they may use to cover their tracks (including a pass without trace spell) as if they were moving normally.

Thrill of the Hunt (Ex): A great ranger will not rest until their quarry is caught. A ranger who is tracking does not need to eat or sleep as long as they continue making the Survival check necessary to keep the trail. They also do not suffer from the effects of fatigue or exhaustion no matter how long they move, even when running, so long as they are still tracking. If the trail is broken or if the ranger catches his prey, the ranger takes no immediate ill effects, but must wait a period of 1 hour before he may regain the effects of this ability. He may track in the meantime, but does not receive these benefits. This ability is also conferred upon the ranger’s animal companion, but not any party members or other comrades.

In order to gain the benefits of this ability, the ranger must be actively tracking a target via tracking and Survival checks. Simply declaring that you are hunting them does not suffice.

Natural Predator (Ex): A 3rd level ranger is extremely good at killing things, even those that aren’t counted among his normal favored enemies. As a swift action that is usable once per hour, he may gain the benefits of having a favored enemy of his choice (in addition to those normally selected via the favored enemy class feature) for one round per point of BAB he possesses. Gaining this new favored enemy does not grant the ranger another bonus damage die or the bonus to Survival checks, but grants any minor, major, or supreme benefits normally.

Camouflage (Ex): Starting at 5th level, a ranger can use the Hide skill in any sort of natural terrain even if he does not have cover or concealment. So long as he is in natural terrain, he may Hide even when observed. In addition if he stays still for an entire round (not moving or performing any actions), the ranger becomes invisible (with all normal limitations of the spell) until the end his next turn.

Swift Tracking (Ex): A 5th level ranger no longer incurs penalties to Survival checks for tracking creatures at greater speeds.

Relocate (Ex): By 7th level, a ranger is superbly mobile and fleet of foot in combat, allowing him to move 5 feet as a free action immediately after making a successful attack roll. This does not count as his 5-foot step for his turn, but provokes attacks of opportunity normally. If he wishes to use this ability out of turn (such as after making an attack of opportunity), it counts as an immediate action.

Ghillie in the Mist (Ex): At 9th level, the ranger is able to blend in almost perfectly with his surroundings. So long as he is in natural terrain, he gains 20% concealment. At level 17, this improves to 50% concealment. Because it is not magical in nature and stems purely from the ranger's ability to melt into the wilderness, this concealment cannot be penetrated by true seeing spell or a similar effect.

In addition, a 17th level ranger is seamlessly able to blend in to any surroundings. All abilities that depend on him being in natural terrain may now be used anywhere.

Big Game Hunter (Ex): Many years of poaching have taught the ranger patience, bequeathing upon him the ability to cut down even large prey with ease. If a 13th level ranger studies his prey undetected for 1 whole round, he may gain sneak attack damage as a rogue of his class level against it on his next turn. This damage stacks with any bonus damage he may receive from the favored enemy class feature and any normal sneak attack damage he possesses.

Bloodhound (Ex): A ranger of 15th level or higher who picks up a trail when tracking gains the effects of a find the path spell (with the tracked creature as the target destination). He may also receive this effect if he possesses a sample from the target with which to trace their scent. This ability cannot be fooled by any means.

Survival of the Fittest (Ex): Once the ranger reaches 19th level, he is instinctually recognizable to all animals and intelligent plants as a friend of nature and an impossible foe. As such, they automatically fight for him so long as he wishes for an encounter in which they are present (after the encounter is over, they scatter and do not follow him) even if summoned by someone else. If they are dominated or otherwise not in control of their own actions, they will simply refuse to act on any turn in which they are commanded to target the ranger and receive a saving throw against the original DC of the spell that has bewitched them to try and shake off its effects.

Epic Ranger

Table: The Epic Ranger

Hit Die: d8

Level Special
21st
22nd Favored Enemy
23rd Bonus Feat
24th Favored Enemy
25th
26th Bonus Feat, Favored Enemy
27th
28th Favored Enemy
29th Bonus Feat
30th Favored Enemy

6 + Int modifier skill points per level.

Favored Enemy: A ranger continues to gain additional favored enemies at epic levels, but honestly this is more of a formality than anything else. The ranger can already kill just about anything.

Bonus Feats: The epic ranger gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every three levels after 20th.

Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Elf Ranger Starting Package

Weapons: A pair of scimitars

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex
Move Silently 4 Dex
Spot 4 Wis
Survival 4 Wis

Feat: Two-Weapon Fighting.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByFluffykittens +, Idkwhatmynameis +, MisterSinister +, Wildmage +, Tarkisflux +, Surgo + and balmz +
RatingRated 4 / 4 +
Reflex Save ProgressionGood +
SummaryA ranger that kicks ass. +
TitleRanger, Tome +
Will Save ProgressionPoor +