Tamer: A Ranger Archetype


Homebrew and House Rules


I'd like some feedback on an archetype I've designed that switches the focus of the Ranger class to an animal trainer bend. I am particularly interested in balance issues. I'd also like general thoughts on the theme, and perhaps reordering some of the abilities.

Items in bold are new or modifications of existing class abilities. Items in italics are unchanged from the base Ranger.

Class Skills: Replace Knowledge (Dungeoneering) with Diplomacy.

Weapon and Armor: Gain proficiency with the whip, crook, mancatcher, bolas, lasso, and net, and lose proficiency with shields, except bucklers. Would also be willing to hand-pick some of the Martial weapons rather than giving all, if this seems like too many proficiencies.

Spells: "Orison-like" detailed below; I need a good name for this. Spell progression as normal. Replace Ranger spell list with Hunter spell list, all 1st-4th are known. Spells are spontaneous and Charisma-based; though not prepared, an hour of meditation on animal-like things is required to attune the Tamer each day, or maybe an hour spent grooming animals, or something like that. I'm not terribly concerned with the large number of spells at the disposal given how limited castings it gets, but I also wouldn't be averse to making a unique (and smaller) spell list for it; just didn't want to right off unless people felt it was an issue.

Class Levels:

1 = Track, Wild Empathy
"Orison-like": Create Water, Detect Poison, Mending, Purify Food and Drink, Read Magic, Spark at-will.
Natural Affinity: +2 bonus on all Handle Animal, Ride, and Knowledge (Nature) checks. - Replaces 1st Favored Enemy.

2 = Combat Style Feat: The Tamer can only choose from the Archery, Crossbow, and Mounted Combat styles.

3 = Expert Trainer: As the Cavalier class ability, but applies to any creature to which the Tamer can apply his Wild Empathy ability. - Replaces Endurance.
Tough Love: Gain the Enforcer and Bludgeoner feats, and you may use a wild empathy check to duplicate an Intimidate check rather than a Diplomacy check. - Replaces 1st Favored Terrain.

4 = Game Hunter: The Tamer gains +1d6 Sneak Attack, as the Rogue ability, at 4th level. The damage increases by +1d6 every 4 levels thereafter. - Replaces Hunter's Bond

5 = Improved Wild Empathy: At 5th level, the Tamer gains a +2 bonus on Wild Empathy checks. In addition, choose one of the following types of creatures: elementals, magical beasts, lycanthropes, plants, or vermin. The Tamer may influence that type of creature that has an Int < 3 with Wild Empathy (negating the -4 penalty vs magical beasts). The Tamer gains this ability again at 8th, 11th, 13th, and 17th levels; bonuses stack, but a new creature type must be chosen each time. Tamers may not gain the benefits of the Greater Wild Empathy feat from any source. - Replaces the 2nd, 3rd, 4th, and 5th Favored Enemy and the 2nd, 3rd, and 4th Favored Terrain abilities.

6 = Combat Style Feat

7 = Woodland Stride <--Would like to change this, as thematically it doesn't fit, but I don't know what I'd replace it with. Maybe something Heal-related?

8 = Swift Tracker
Game Hunter +2d6
Additional Improved Wild Empathy

9 = Evasion

10 = Combat Style Feat

11 = Additional Improved Wild Empathy
Quarry: The Tamer gains this benefit only against creatures the Tamer can influence with the Wild Empathy ability.

12 = Game Hunter +3d6
Undetected: As Camouflage, but only against creatures the Tamer can influence with the Wild Empathy ability.

13 = Additional Improved Wild Empathy

14 = Combat Style Feat

15 = Gift of Sentience: Awaken as a Spell-Like Ability (At-Will or 1/day, same thing), can only be used on animals.

16 = Improved Evasion
Game Hunter +4d6

17 = Additional Improved Wild Empathy
Animal Form: At 17th level, the Tamer gains the ability to assume the form of any animal of Diminutive to Large size, three times per day. The ability functions as Beast Shape III, except as noted here. The effect lasts 1 hour for every 2 levels of Tamer, or until voluntarily ended. Changing form is a standard action and doesn't provoke attacks of opportunity. The form chosen can be any animal the Tamer is familiar with. A Tamer loses the ability to speak while in animal form, being limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. This is a Supernatural ability. - Replaces Hide in Plain Sight.

18 = Combat Style Feat

19 = Improved Quarry - As normal, but modified as the new Quarry.

20 = Game Hunter +5d6
Master Hunter: Always move at full speed while using Survival to follow tracks without penalty. Standard action, make a single attack against his quarry at his full attack bonus; if the attack hits, the target takes damage normally, and must make a Fortitude save (DC 20 + Charisma modifier) or take an amount of nonlethal damage equal to its current hit points. A successful save negates the nonlethal damage, but not the initial damage. The Tamer can use this ability once per day against each creature type they are able to influence through their Wild Empathy ability, but not against the same creature more than once in a 24-hour period.

Special thanks to the people of /r/Pathfinder_RPG who've helped me define it so far. And additional thanks to the people here!

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