Ranger / Fighter Hybrid Class: Suggestions Needed


Homebrew and House Rules


I'm looking to homebrew a class with Weapon Training and Favored Enemy. I'm not interested in having a connection to nature, instead making a specialist combatant. Any suggestions?


I'm going to go out and say that having 2 attack roll/ damage roll passive buffs on one class seems to be a little much mate. I'm unsure if you would be able to do that concept justice without invalidating the parent classes.

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber

Well since the fighter can carve out it's style by picking weapon groups that it excels with and the ranger picks a combat style, maybe create a class that hyper focuses on one particular type of fighting (the specialization options could even be strange or a bit out of the ordinary).
I've tossed ideas about this around in my head before. I was gonna call it the Specialist


Kaelan Ashenveil wrote:
I'm going to go out and say that having 2 attack roll/ damage roll passive buffs on one class seems to be a little much mate. I'm unsure if you would be able to do that concept justice without invalidating the parent classes.
Primary features usually get fewer instances in hybrid classes. Weapon Training would only get 2 or 3 instances, while Favored Enemy would get 3 or 4.
Themutedman wrote:

Well since the fighter can carve out it's style by picking weapon groups that it excels with and the ranger picks a combat style, maybe create a class that hyper focuses on one particular type of fighting (the specialization options could even be strange or a bit out of the ordinary).

I've tossed ideas about this around in my head before. I was gonna call it the Specialist.

I didn't think of that. I'll add it to the class. Thank you.

Wait... Don't hybrid classes typically get features unique to itself? What should they be?


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I have started on the class sheet here.


Bump.


I think I'll do 2 instances of Weapon Training and 3 instances of Favored Enemy. I might do combat styles untouched.


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I updated the class sheet. Now there should be some features in the 'special' column. If not, here is a new link.


What should I do now?


Bump?


How about that one ability from the archetype that replaces favored enemy bonus? The one where you get an ability based on your favored enemy?


Would it hurt anything to keep the Ranger's good Reflex save?


@Zetheroth-that would be the Infiltrator's Adaptation ability, which replaces Favored Terrain, not Favored Enemy. I might add it, depends on what other suggestions are.

@Hrothgar Rannúlfr-it wouldn't. I only gave it Bad Reflex because at the moment, the class has more Ranger Abilities than Fighter. Is your name an Eragon reference?

EDIT: I gave the class Good Reflex and updated the to do list.


Suggestions:

Spoiler:

The Specialist

HD - d10
BAB - Full
Saves - Two of choice
Skills - 4
Class Skills - As fighter plus choose four from Ranger list.

1 - Weapon Training (+0 - but proficiency with all weapons in group)
2 - 1st Favored Enemy (+2)
3 - Specialist Talent
4 - Combat Style
5 - Weapon Training (+1)
6 - 2nd Favored Enemy (+4)
7 - Specialist Talent
8 - Combat Style
9 - Weapon Training (+2)
10 - 3rd Favored Enemy (+6)
11 - Specialist Talent
12 - Combat Style
13 - Weapon Training (+3)
14 - 4th Favored Enemy (+8)
15 - Specialist Talent
16 - Combat Style
17 - Weapon Training (+4)
18 - 5th Favored Enemy (+10)
19 - Specialist Talent
20 - Combat Style, Capstone (blends Weapon Mastery vs Favored Enemy?)

Weapon Training - as Fighter
Favored Enemy - as Ranger (but faster)
Combat Style - as Ranger (but slower)

Specialist Talents:
Can choose between Armor Training (as Fighter) or Favored Terrain (as Ranger) plus other options you personally design (or steal from other classes).


rainzax wrote:

Suggestions:

** spoiler omitted **

Awesome! I'll get almost all of this up immediately.


*Faster* favored enemy progression seems quite over the top... which would be appropriately in line with the rest of the hybrid classes.

If I actually wanted to do this, I'd take Ranger, drop Hunter's Bond and things like woodland stride, and add a second combat style, gained at 4th and improved every 4 after. Plus qualifying for fighter only feats, and drop spells and skill points to 4/level.

That gives you as many bonus feats as a fighter, with somewhat limited selection, a few more skill points, plus favored enemies and terrain, no armor or weapon training or bravery.


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Updated the class sheet. It's only needs a capstone ability and fluff at this point.


How about if the capstone ability allowed the character to deal Constitution damage and has the target act as though it was subjected to a coup de grace attempt whenever the character confirms a crit against creatures that they have Favored Enemy with?


There was a glitch while it was saving, and some data was lost, but I got it fixed now. Here it is.


Any feedback for the capstone ability that I suggested?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

The way I was thinking of this class would be a bit more unique. Both the fighter and ranger can really take advantage of the specific weapon groups and styles they lean into, but the specialist takes that to a whole new level.
I was going to come up with at least 5 unique fighting styles; like specifically fighting with a shield/shields, mastering the whip, specifically throwing weapons that aren't meant to be thrown (think bloodstorm blade from 3.5), or even something as simple as a spiked chain expert. You make a choice at first level and you get specific abilities based off of the choice. You could even allow a specialist to adopt additional other styles as they level up (think how the kineticist mixes elements), or they can stick to their particular style and master it.
I don't know, it could be a little wacky but I think in the end it might be quite fun.


Bump. 'Night!


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I decided to make the Specialist kind of like a martial version of SoP's Incanter, though I'm still working on what options to offer.


Any ideas yet?


Good to have some free specialist stuff out there. ;)


I got started on the Specializations ability. It will allow the Specialist to pick up abilities not available to Fighters and Rangers instead of some training in abilities gained by said classes.


Any suggestions for options to offer for specializations and specialist talents would be greatly appreciated.


Any feedback for specializations, or does the Specialist seem more like it's own class?


You could have drawbacks specific to each specialization. For example, +1 to the specialized weapon to hit and damage, but -1 to all other weapons.

You could make an exotic weapon common for them but all other common weapons exotic for them.


Lazaryus wrote:

@Hrothgar Rannúlfr-it wouldn't. I only gave it Bad Reflex because at the moment, the class has more Ranger Abilities than Fighter. Is your name an Eragon reference?

EDIT: I gave the class Good Reflex and updated the to do list.

Hi, Lazaryus.

No, my name is not an Eragon reference. It's the Norse version of my English name.


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Did some updates; now specialization functions more like background traits and drawbacks rolled into one, and are categorized under Culture (some exotic weapons get considered as martial weapons, while some martial weapon get considered as exotic weapons; will be done as cultural packages) and Weapon (bonus to hit and damage with a single weapon (as Weapon Focus) with a penalty to hit and damage with other weapons), with potentially more categories to come.


Lazaryus wrote:
Wait... Don't hybrid classes typically get features unique to itself? What should they be?

Most (but not all) of the hybrid classes have a unique flavor that neither of it's source classes have. A skald has a different flavor than a bard or barbarian, for example. A swashbuckler is different than a standard fighter or a gunglinger.

I think what you should do is decide what sort of flavor that your new class could have, and then design an ability based on that. It looks like you're only concerning yourself with merging the mechanics of two different classes, but mechanics are only one part of an rpg.

A bounty hunter seems to me to be someone that would train heavily with weapons and focus on a specific type of enemy. So perhaps an ability for subduing people? A gladiator might also fit; they train, and they tend to fight the same types of opponents. I'm sure there are other ideas.


Woof. It's been a while since I worked on this. Welp, let's see what I can't do with fresh eyes and new ideas!


How about just replacing combat style with weapon training and fighter specific feats?

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