| Urilikya |
I've been creating a new homebrewed setting, along with some races that need some racial archetypes. However, I don't have a lot of experience with the ranger class, as I've avoided it from the first time I saw it back in 3.5. I'm not a fan of the favored enemy feature, and to a lesser extent, the favored terrain feature. Also, the ranger's animal companion seems to be a bit fragile in combat compared to the druid's.
So what I'm looking for is ideas of abilities to replace the favored enemy feature and maybe the other two ones as well. Probably looking to alter the Hunter's Bond ability to an extent. Noted that these changes would also alter the Quarry, Improved Quarry, Hide In Plain Sight, Camouflage, and Master Hunter features a small bit.
For the Bramble-defender, the first archetype; the race is a slow and defensive, known for using polearms to ward off their enemies from their burrows and fortress homes. They're cunning and strong, but a bit gruff and un-personable. I've been thinking of giving their ranger archetype the Defensive Stance ability and Defensive Powers of the Stalwart Defender or Stonelord Paladin, but I'm not sure exactly what to take from the class and how to implement that. This archetype could probably keep the favored enemy bonuses if it has to, but it'd essentially have to give up all its stealth ability. The main tactics with this would be to use some kind of ability like Antagonize and then stand in front of the squishies with a reach weapon and stop anyone from moving past you. Maybe give up Wild Empathy and your stealth skill for Antagonize-like ability and Intimidate.
The Shock Trooper, the next archetype; the race is from the chill reaches of the north, known for their well-executed assaults and guerrilla tactics. Resilient and tough, they're natural survivors. I'm thinking of giving them the ability to split their move action to attack without having to take Mobility, as well as giving them extra damage when assaulting. I've also considered giving them a minor version of the Monk's Fast Movement. This archetype could probably still keep the Favored Terrain and stealth bonuses, but Master Hunter would probably be switched out for some kind of guerrilla tactics mastery, and Quarry and Improved Quarry would probably have to be given up for the movement bonuses.
And the Feathered Serpent, the last archetype; the race is your typical proud warrior race, except they're also snake people. A people of the plains and deserts, they are swift and vigorous. This archetype would probably do better with an ability like the Freebooter's Bane of the Freebooter or the Ranger's Focus or the Guide over the typical Favored Enemy. Also, I'm considering having him give up his Hunter's Bond for something like the Weapon option of the Paladin's Divine Bond with fluff that you summon ancestral spirits to guide your attacks. The Favored Terrain and hunting stuff fits better thematically than anything I can come up with, though, so I'll probably keep it, here.
Any ideas you guys have on how to sort this out into something that isn't horribly unbalanced would be greatly appreciated. Thanks in advance!
| Rynjin |
So what I'm looking for is ideas of abilities to replace the favored enemy feature and maybe the other two ones as well. Probably looking to alter the Hunter's Bond ability to an extent. Noted that these changes would also alter the Quarry, Improved Quarry, Hide In Plain Sight, Camouflage, and Master Hunter features a small bit.
Let's see if I can start some ideas bouncing around.
For the Bramble-defender, the first archetype; the race is a slow and defensive, known for using polearms to ward off their enemies from their burrows and fortress homes. They're cunning and strong, but a bit gruff and un-personable. I've been thinking of giving their ranger archetype the Defensive Stance ability and Defensive Powers of the Stalwart Defender or Stonelord Paladin, but I'm not sure exactly what to take from the class and how to implement that. This archetype could probably keep the favored enemy bonuses if it has to, but it'd essentially have to give up all its stealth ability. The main tactics with this would be to use some kind of ability like Antagonize and then stand in front of the squishies with a reach weapon and stop anyone from moving past you. Maybe give up Wild Empathy and your stealth skill for Antagonize-like ability and Intimidate.
1.) Keep Favored Enemy, seems like it fits.
2.) Replace Favored Terrain with a few other scaling options. I suggest maybe a "Phalanx" or "Cornered" ability that gives them extra bonuses to AC and To-Hit/Damage if nearby friendly party members or backed against a wall/in a doorway.
Or, possibly, replace Favored Terrain with the Inquisitor's bonus Teamwork Feats and the ability to benefit from the Feats when nearby any teammate, not just one that also has the feat.
Here's what I'm talking about:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
3.) Replace Wild Empathy with some sort of defensive ability. Perhaps a "Menacing Growl" ability (the impression I got from the description of the race was that they were some sort of Porcupine or maybe Badger type of race) that lets them make an Immediate Action check X/Day to cause an attack roll against them to take a penalty.
4.) Require them to take the Hunter's Bond to the other party members.
The Shock Trooper, the next archetype; the race is from the chill reaches of the north, known for their well-executed assaults and guerrilla tactics. Resilient and tough, they're natural survivors. I'm thinking of giving them the ability to split their move action to attack without having to take Mobility, as well as giving them extra damage when assaulting. I've also considered giving them a minor version of the Monk's Fast Movement. This archetype could probably still keep the Favored Terrain and stealth bonuses, but Master Hunter would probably be switched out for some kind of guerrilla tactics mastery, and Quarry and Improved Quarry would probably have to be given up for the movement bonuses.
1.) Keep Favored Enemy again, but possibly trade Favored Terrain for a sort of lesser version. Keep Hide In Plain Sight and let them use it in any of the Favored Terrains, and bump it back to maybe 10th level, but they get none of the other bonuses.
2.) Alternatively, also replace Favored Enemy with Sneak Attack, since it seems to fit their MO.
3.) Replace the Quarry abilities and Wild Empathy with the ability to gain a larger Flanking bonus from allies and also a special ability that would let them "Re-Stealth" if attacking from Stealth while using Camouflage or Hide in Plain Sight, at a hefty penalty, to simulate their melting back into the brush.
And the Feathered Serpent, the last archetype; the race is your typical proud warrior race, except they're also snake people. A people of the plains and deserts, they are swift and vigorous. This archetype would probably do better with an ability like the Freebooter's Bane of the Freebooter or the Ranger's Focus or the Guide over the typical Favored Enemy. Also, I'm considering having him give up his Hunter's Bond for something like the Weapon option of the Paladin's Divine Bond with fluff that you summon ancestral spirits to guide your attacks. The Favored Terrain and hunting stuff fits better thematically than anything I can come up with, though, so I'll probably keep it, here.
Proud warrior race and you want a somewhat totemic theme. Hmmm...
1.) Replace Favored Enemy with the Shapeshifter archetype's shapeshifting ability.
2.) Allow them to choose a Totem Rage Power at 2nd level, and then give them the option to trade their Combat Style Feats at any other level to gain another one if they wish. Make it active while using Shapeshifting.
3.) Replace Camouflage, Evasion, and Hide in Plain Sight for your "Ancestral Bond" idea.
Hope these sparked some ideas for ya.
| Urilikya |
Let's see if I can start some ideas bouncing around.
Thanks! I appreciate the help.
1.) Keep Favored Enemy, seems like it fits.
2.) Replace Favored Terrain with a few other scaling options. I suggest maybe a "Phalanx" or "Cornered" ability that gives them extra bonuses to AC and To-Hit/Damage if nearby friendly party members or backed against a wall/in a doorway.
Or, possibly, replace Favored Terrain with the Inquisitor's bonus Teamwork Feats and the ability to benefit from the Feats when nearby any teammate, not just one that also has the feat.
Here's what I'm talking about:
Solo Tactics wrote:At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.3.) Replace Wild Empathy with some sort of defensive ability. Perhaps a "Menacing Growl" ability (the impression I got from the description of the race was that they were some sort of Porcupine or maybe Badger type of race) that lets them make an Immediate Action check X/Day to cause an attack roll against them to take a penalty.
4.) Require them to take the Hunter's Bond to the other party members.
1. Agreed, it actually works for this archetype.
2. Hurm. A little situational, but interesting ideas. Similar to the idea of using the Defensive Stance, which sacrifices mobility for attack and defense bonuses.
I really do like the Solo Tactics Idea. It'd be great for theme and mechanics. It'd also give the archetype some needed feats.
3. I do like replacing Wild Empathy with a defensive ability. Although I might just have it be a Will Save to resist rather than an Intimidate check.
4. Agreed. Much better thematically than the animal companion.
-Another thing, this archetype could actually dump the spells for the Defensive Stance and Defensive Powers stuff, much like the Stonelord Paladin archetype did. I feel that'd be more thematically appropriate and work a bit better to stack the defensiveness of this class.
1.) Keep Favored Enemy again, but possibly trade Favored Terrain for a sort of lesser version. Keep Hide In Plain Sight and let them use it in any of the Favored Terrains, and bump it back to maybe 10th level, but they get none of the other bonuses.
2.) Alternatively, also replace Favored Enemy with Sneak Attack, since it seems to fit their MO.
3.) Replace the Quarry abilities and Wild Empathy with the ability to gain a larger Flanking bonus from allies and also a special ability that would let them "Re-Stealth" if attacking from Stealth while using Camouflage or Hide in Plain Sight, at a hefty penalty, to simulate their melting back into the brush.
1. I do like the keeping Hide in Plain Sight and the altered Favored Terrains. Also, the idea of bumping up the Hide in Plain Sight a bit is a good idea. Maybe combine that into a "Terrain Stealth" thing, where they get specific bonuses to melting back into specific terrains.
2. I was kind of thinking that or using something similar to the Skirmish mechanic of the 3.5 Scout class. Except having it not suck as much by giving them a speed boost and the ability to split move actions without having to take Spring attack and the prerequisites. This is helped along by the fact that the race has a 40 ft. base move speed. Could give up the Hunter's Bond for the extra Mobility.
3. High penalty re-stealth is a great idea, maybe combine that with the "Terrain Stealth" thing I mentioned above.
Proud warrior race and you want a somewhat totemic theme. Hmmm...
1.) Replace Favored Enemy with the Shapeshifter archetype's shapeshifting ability.
2.) Allow them to choose a Totem Rage Power at 2nd level, and then give them the option to trade their Combat Style Feats at any other level to gain another one if they wish. Make it active while using Shapeshifting.
3.) Replace Camouflage, Evasion, and Hide in Plain Sight for your "Ancestral Bond" idea.
1. Interesting, maybe have it be part of the ancestral spirits thing.
2. Hmm... That's interesting. I'll have to mull it over a bit.
3. I dunno, I think that exchanging the Ancestral Bond for the Hunter's Bond is enough instead of losing those three big things. Maybe have them lose Hunter's Bond and some skills.
Hope these sparked some ideas for ya.
Thanks a lot! This has helped me a ton.