Ranger Archetypes


Homebrew and House Rules


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These are basic tweaks, not major overhauls, that I believe will add even more flavor and options to an already great class.

Superstitious Guide: I'm going for an "old world" superstition kind of feel here. Be it throwing salt over ones shoulder to ward off bad luck, or giving an enemy the "evil eye", these rangers are rife with old remedies and cures, or hexes and curses.
-Hexes: the ranger gains access to the witch's hex class feature. DCs are wisdom based at 10 + 1/2 lvl + wis mod. This replaces favored terrain.

Bount Hunter: the death nail in the coffin of rogues... Don't know if I should keep it at 5d6 SA or bump it up to full progression. The thought behind full progression is that you are losing the cullmative +2's to hit your favored target for almost a complete wash in damage, you just get it vs more targets if you can flank... You decide.
- Sneak Attack: the ranger gains access to the rogue's SA class feature at a progression of 1d6 @lvl 1, 5, 10, 15, and 20. This replaces the rangers favored enemy.

Any thoughts or concerns?

Liberty's Edge

Very interesting! You might also want to ckeck out the Expanded Spell-lass Ranger from Kobold Press for ideas or inspiration. The class itself has some similarities with your bounty hunter (the 'sneak attack' damage etc) and there are a couple interesting archetypes within as well :)

Liberty's Edge

Hexes are significantly more powerful than the favored terrain. I'd probably recommend dropping the spells for them. Also, do they gain hexes at the same level as witches?

As to the sneak attack, I don't believe you should bump it up, it comes up probably a bit more often than favored enemies (outside of themed games and spells) and can be very powerful.

That said the spell-less ranger is an awesome class and I second checking it out.


The hexes replace favored terrain. 4 total, no major or grand hexes.

Marc: you already know I'm sold. Ill give it a gander.


Byrdology wrote:

The hexes replace favored terrain. 4 total, no major or grand hexes.

Marc: you already know I'm sold. Ill give it a gander.

its pretty good, kinda strong, though for loss of spellcasting it better be.

Liberty's Edge

Byrdology wrote:


Marc: you already know I'm sold. Ill give it a gander.

Thanks Byrdology :)!

Here's the link:

New Paths #1: The Expanded Spell-less Ranger


It's not a ranger AT, but here is something I was toying around with (thanks +5 Toaster).

Silent Blade, bard AT:

D8
6 skills
Ref/ Will
Weap Prof: martial
Armor Prof: light and bucklers.
Spells: as bard
Skills: as bard

1) SA 1d6, (*bardic knowledge), cantrips
2) Versatile Study, (*well versed)
3) SA 2d6
4) -
5) SA 3d6, (*lore master)
6) Vesatile Study
7) SA 4d6
8) -
9) SA 5d6
10) Versatile Study, (*jack of all trades)
11) SA 6d6, (*lore master 2/day)
12) -
13) SA 7d6
14) Versatile Study
15) SA 8d6
16) -
17) SA 9d6, (*lore master 3/day)
18) Versatile Study
19) SA 10d6
20) Master Strike

SA: as rogue replaces bardic performances.
Versatile Study: add a spell from the wiz/sorc list to your spells known. Replaces Versatile Performance.
Master Strike: as rogue replaces bard capstone.


+5 Toaster wrote:
Byrdology wrote:

The hexes replace favored terrain. 4 total, no major or grand hexes.

Marc: you already know I'm sold. Ill give it a gander.

its pretty good, kinda strong, though for loss of spellcasting it better be.

Doesn't say it replaces spell casting. Also I agree, its a little over the top. Among the hexes are a scaling flight, save or dies, and it is the almost the sole class feature of another class. Having a hex class feature also opens up extra hex as a feat.

Not sure about the sneak attack, I like the idea, but I'm actually al little worried about it being underpowered.


MrSin wrote:
+5 Toaster wrote:
Byrdology wrote:

The hexes replace favored terrain. 4 total, no major or grand hexes.

Marc: you already know I'm sold. Ill give it a gander.

its pretty good, kinda strong, though for loss of spellcasting it better be.

Doesn't say it replaces spell casting. Also I agree, its a little over the top. Among the hexes are a scaling flight, save or dies, and it is the almost the sole class feature of another class. Having a hex class feature also opens up extra hex as a feat.

Not sure about the sneak attack, I like the idea, but I'm actually al little worried about it being underpowered.

Thanks for the feedback MrSin!

1)Think Toasty was referring to the spelless ranger that Marc suggested.

2) 4 basic hexes (not major or grand hexes) that use wis which is secondary (tertiary to be honest) stat for rangers would take a lot of work to break the game. However, maybe a limited selection is in order?

3) I agree, but stacking it with other archetypes is where you get the true RP value for this AT... Would a progression like 1,4,7,10,13,16,19 be better for a total of 7d6 SA?


Byrdology wrote:

2) 4 basic hexes (not greater or grand) that use wis which is secondary (tertiary to be honest) stat for rangers would take a lot of work to break the game. However, maybe a limited selection is in order?

3) I agree, but stacking it with other archetypes is where you get the true RP value for this AT... Would a progression like 1,4,7,10,13,16,19 be better for a total of 7d6 SA?

Aye, I agree about the limited selection. Mostly remove the save or dies, possibly give you a chance to do something more nature like. The witch as presented in the APG isn't big on nature I don't think. It would be cool if you could go camo with alter self or dig some new hexes for both classes more along those lines.

As for the sneak attack I'm just not sure because I don't know how quickly it becomes too much. It won't help you hit, which is bigger in the long run I think, but full BAB means your hitting far more often than the poor rogue, but I don't know how often you'll be flanking or attacking flat footed. I actually like the idea, just not sure how much is too much.


Here's the short list... I was sure there was a hex that beefed up your familiar (read animal companion), and caused a ranged trip... But alas I cannot find them.

the list:

Aura or purity
Beast of ill omen
Charm
Disguise
Evil eye
Feral speech
Healing
Nails
Prehensile hair
Peace bond
Unnerve beast
Water lung

All hexes were pulled from HERE


Blight, beast eye, charge, and bounty probably wouldn't be too crazy to add to the list. Charge and Bounty are very weak for major hexes, but very thematic for a ranger watching over his kin'. I have DM who loved giving us bushes of good berries at low levels. The players faces light up when they're somehow given handfuls of them.


Makes sense... It's a pretty big selection for only 4 slots and potential feats.

Any thoughts on the bard archetype?


Byrdology wrote:
Any thoughts on the bard archetype?

I'd play it over a rogue, so it doesn't look underpowered at all to me. Its definitely not overpowered because it can't boost its attack much. Reminds me of the old beguiler or spell thief class from 3.5(which the PF bard does a lot actually!). It could probably use something extra for combat if you want it to go combat, or something extra for skill monkeying if you want it to do that, but I think its fine as is. A skill monkey, with a large collections of skills and casting.

Sandman already exist and gives the bard sneak attack, but it does something much different I think.


Funny, I put all the other bard abilities in parenthesis just in case it evolved into an alternate base class. Maybe they could have alternate abilities depending on wether the PC choses skill, combat, or something else.

Bardic knowledge (or) something
Lore master (or) reroll a d20
Well versed (or) something
Jack of all trades (or) something.....

My brain just blanked on me.


I really love the Superstitious Guide. That's something you'd play in a Transylvania Campaign.


Thanks, I'm glad you like it. The idea came to me from watching old pirate movies, there is always that one crusty old sailor who is always talking about bad luck and ill omens and the like. That and the fact that I hate favored terrain... It was a natural progression from there. I thought about adding the first 4 patron spells to the spell list, but I was afraid that would have gotten out of hand pretty quick.


Really? You were thinking Pirate? I was thinking Puritan, ha ha.

But really, the beauty of a class/archetype is in how many ways it can be interpreted.


Byrdology wrote:

Funny, I put all the other bard abilities in parenthesis just in case it evolved into an alternate base class. Maybe they could have alternate abilities depending on wether the PC choses skill, combat, or something else.

Bardic knowledge (or) something
Lore master (or) reroll a d20
Well versed (or) something
Jack of all trades (or) something.....

My brain just blanked on me.

I'd definitely want to keep jack of all trades, but that's just me. Maybe something to tie spellcasting and the feint mechanic together?


Bardic knowledge for imp feint, and well versed for spell feint? Spell feint instead of casting defensively, and lore master increases your DC by 2.

Bardic knowledge is the same, but lore master becomes dead eye lore: 1/day you can identify a monsters weakness giving you a +2 to hit until the target is destroyed or the next day. Well versed could trade for imp feint.


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