The ranger class. Taking submissions?


Races & Classes

Silver Crusade

Hello, Paizo. I would e-mail this to someone, but contact information for project staff seems scarce.

A friend of mine and I have been working on a project similar in idea to this one on our own, but, being two people, we haven't gotten very far with it.

I'm more than glad to pay for a product that does what I want rather than have us do all the work ourselves, especially if we get to help test it, but one of the things we got very far on in our own attempt was the ranger class. Now, I note that your version of the ranger won't be out until Alpha 3, and was wondering if you'd take submissions or at least consider doing so. My collaborator agrees that we should to turn it over to you if you would take it. We've based it entirely off of Open Game Content and developed the rest ourselves (and will gladly release our own work under the OGL), so if anyone would like to at least give it a look, I can e-mail it to someone or simply post our build here.

Thanks for your consideration.

Liberty's Edge

I'm thinking you probably should just post your idea here so Jason (and all of us) can see it. They can use it or not as they see fit.

Plenty of other people have done pretty much the same thing with their ideas for everything from classes to feats to skills to ... well, everything.

Just my two cents

Silver Crusade

Very well. I'll clean it up a bit to fit the Pathfinder changes, and then post it up.

Silver Crusade

Okay, here it is. There are some things that still don't fit the Pathfinder system perfectly (the skills, for one; I had reworked it to fit the Alpha 1 system, but with the changes in the release of Alpha 2, I just restored it to 3.5 standard and will figure it out and revise later), but it should be easy enough to convert.

Alignment: Any.
Hit Die: d10.

Class Skills
The ranger’s class skills (and the key ability for each skill) are 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), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class chart.

Class Features
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).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

The ranger may also make Knowledge checks against creatures of his favored enemy types as though he were trained in the relevant Knowledge skill. The ranger gains a bonus on this check equal to his ranger level plus his Intelligence modifier plus his favored enemy bonus against that creature; thus, a 5th level ranger with 13 INT and favored enemies of dragons (+4) and evil outsiders (+2) may make Knowledge checks against dragons with a bonus of +10 and evil outsiders with a bonus of +8. This does not count as a Knowledge skill for other purposes; while the above ranger could make checks to know about dragons as if he had Knowledge (arcana), he could not use this ability to make Knowledge checks about other subjects falling under that Knowledge skill, nor could he use the bonus to qualify for feats or abilities that have ranks in a Knowledge skill as a prerequisite. If the ranger has a Knowledge skill that covers one of his favored enemies, the bonuses do not stack; the ranger uses either the Knowledge skill or his favored enemy knowledge bonus, whichever is higher.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Creatures with templates granting the outsider type count as the base creature’s type for the purpose of favored enemy, and not as outsiders (unless the base creature is also an outsider).

The ranger may alternately select the favored terrain variant found on page 65 of Unearthed Arcana and in the SRD found at [url]http://d20srd.org[/url]

Favored Enemy chart

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.

Combat Style (Ex): At 2nd level, a ranger must choose a combat style from the list in the Combat Styles sidebar (see below).

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.

Sidebar: Combat Style

Spoiler:
Combat Style chart

All entires marked BD +xd6 are bonus damage applicable when the combat style is being used; for the two weapon fighter it applies whenever the ranger's wielding two weapons, and for the mounted ranger, it applies whenever the ranger is mounted. The abilities will be named when I think of something appropriate. I've already named the archery style's bonus damage Precision.

Two-Weapon Spring Attack: When wielding two weapons, the ranger may make one attack with each weapon at his highest attack bonus (including the standard penalties for two-weapon fighting) and move in the same round. This ability improves when the ranger gains Improved Spring Attack and Greater Spring Attack (see below).

Improved Spring Attack: When using Spring Attack, the ranger may attack two targets, moving before and after each attack. The ranger must have enough movement to engage both targets. Due to Two-Weapon Spring Attack, the ranger may make one attack with each weapon against each target. Attacks against the second target suffer a -5 penalty.

Greater Spring Attack: When using Spring Attack, the ranger may attack three targets, moving before and after each attack. The ranger must have enough movement to reach each target. Due to Two-Weapon Spring Attack, the ranger may make one attack with each weapon against each target. Attacks against the second target suffer a -5 penalty, and attacks against the third target suffer a -10 penalty.

Superior Two-Weapon Fighting: The ranger may make a fourth attack with his off-hand weapon at a -15 penalty, plus the normal penalties for two-weapon fighting.

Skilled Horseman: The ranger may use the benefit of Mounted Combat one extra time per round. If the ranger does not have Mounted Combat, he instead gains the feat.

Companion Speed Boost: The ranger's animal companion (which is presumably also his mount) gains a +10 ft. speed boost, as a paladin's mount does.

Double Charge (Ex): The ranger may make a mounted charge attack against two foes. The two enemies and the ranger (and ranger's mount) must form a straight line, so that the ranger's line of charge does not have to turn to strike both targets.

Triple Charge (Ex): As Double Charge but with three targets.

Companion Bonus Damage (Ex): When the ranger is mounted on his animal companion, the animal companion also receives the bonus damage that the ranger receives for being mounted.

Precision (Ex): Whenever the ranger is wielding a ranged weapon, he adds the listed bonus damage dice to his damage rolls with that weapon.

Sniper Blind (Ex): When in natural terrain, the ranger halves the penalty to Hide imposed on an attempt to hide after firing a ranged weapon. This is applied after any other modifiers to the normal -20 penalty.

Combat Archery (Ex): When threatened in melee, the ranger may attack an opposing character in melee with him with a ranged weapon without provoking an attack of opportunity from his target. Any other creatures in melee with the ranger receive attacks of opportunity as normal.

Reactive Shot (Ex): The ranger may take a single ranged attack as a free action once per round, even when it is not his turn. This interrupts actions as a readied action does.

Stalking (Ex): The ranger's penalties for hiding and moving silently while moving are reduced as follows: Moving at the ranger's full normal speed imposes a -2 penalty to Hide and Move Silently, while running or charging imposes a -10 penalty to the same skills. These penalties replace the normal ones listed in the skill descriptions. The penalty to hiding while attacking is unchanged.

Improved Stalking (Ex): The ranger suffers no penalty to Hide and Move Silently while moving up to his normal speed, and a -5 penalty to the listed skills while running or charging.

Hide in Plain Sight (Ex): As the normal ranger ability. If this is in the final version of the Swift Hunter specialization, HiPS on the basic ranger chart will be removed and replaced with another ability.

Hunter's Strike (Ex): If the ranger takes one full round to study his target, any attacks he makes on the next round that hit that target are automatically critical hits. The target must be eligible for Sneak Attack for the entire round; that is, the target must either be flanked or unaware of the ranger for the entire round. While studying the target, the ranger may take no other actions.

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

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is his ranger level minus three. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his ranger level minus three. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level minus three.

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.

Companion Favored Enemy (Ex): The animal companion of a ranger of 12th level or higher becomes accustomed to and skilled at fighting the ranger's favored enemies. At 12th level, the companion applies half the ranger's favored enemy damage bonus against a creature when fighting that creature.

At 18th level the companion gains the full favored enemy bonus.

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 even while being observed.
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And that's pretty much it. Feedback is appreciated, ideas even more so.

I'm not entirely happy with the Swift Hunter combat style. I'm currently working on replacing some of the abilities in it with the Wind Stance and Lightning Stance feats from the Pathfinder alpha; they seem to fit. Any further ideas are quite welcome.

Personally, I'd have kept the class with a d8 Hit Die, but Pathfinder uses BAB to determine HD type, and the ranger's BAB says d10. *Shrug*

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