Unchained Ranger Ideas


Homebrew and House Rules


Hey all, I'm relatively new to the forums. I lurk a lot, but I haven't made very many posts.

Anyway, introductions aside, my favorite core class has always been the ranger. It was the first class I ever played back in the 3.5 days, and I was excited to see it get a facelift in Pathfinder, but it still felt...off. There was still something missing to me that made the ranger seem less potent than it could be. I know a lot of people may not agree with me, but I think that the ranger deserves better, so I wanted to share with you guys my idea for a homebrew unchained ranger that kind of cleans up and advances some of its abilities while adding some new toys in its arsenal.

Here is the link to my working prototype: Unchained Ranger

Here is a short summary of some things that have been changed.

Favored Enemy:
--Scales at a slower rate, but all favored enemies receive same bonus
--Shortened the list of favored enemies and grouped them

Quarry:
--Moved up to level 2
--Doubles favored enemy bonus on one foe per day as move action

Survival Feats:
--Added bonus feats to act as increased durability and defensive options

Favored Terrain:
--Scales at a slower rate, but all favored terrains receive same bonus

Hunter's Bond:
--Companions: Can give allies his favored enemy bonus as a move action
--Animal: Full list available to druid and has full druid level progression

Spells:
--No Caster Level until level 4, but his caster level becomes equal to his ranger level upon reaching level 4

Pack Hunter:
--Ranger receives bonus teamwork feats
--If his hunter's bond is with his allies, he can grant these teamwork feats to some of his allies as a move action
--If his hunter's bond is with his animal companion, the companion automatically receives these teamwork feats

Evasion:
--Moved Evasion up to level 5

Improved Quarry:
--Moved up to level 9
--Activate Quarry as a move or standard action
--Gain dodge bonus to AC equal to favored enemy bonus against his quarry

Camouflage:
--Moved up to level 9

Advanced Survival:
--Gains special abilities at level 13 based on favored terrains

Master Hunter:
--DC = 10 + 1/2 ranger level + favored enemy bonus
--Can be used #of times per day equal to amount of favored enemy types possessed.

I realize I probably have a long way to go before this is balanced, but I was wondering if any of you had suggestions for things to alter to help it out. The thing I'm the sketchiest on is the survival feats. They're a nice slight bonus, but they don't really seem to do anything extensive. Suggestions appreciated!

RPG Superstar Season 9 Top 16

Exactly what did you think was wrong with the ranger? It's one of the strongest (and arguably best designed) martial in the game. Many of the buffs feel totally unnecessary and out of place. You heavily buffed their early game (despite rangers having a strong early game) while not affecting their late game (where martials tend to fall off due to lacking ways to contribute beyond shooting things).


Its already a well designed class. One of the best, considering its age.

I understand that it can be frustrating when your favored enemy bonuses don't get used, but on the other hand they are pretty damn good when they do. Its the whole risk/reward thing. I think that what you are shooting for is closer to the slayer's studied target ability.

I'd be curious to hear what some of your ideas for the "survival" abilities.


That's a crapton of free feats.


What was the nitch you were trying to hit with your unchained range presented here? What was the point at which you felt the ranger was not working as well as it should? Is it, as was suggested, you felt the favored enemy bonuses weren't coming into play strongly enough?

If it is a concern with FE bonuses why not try this: ask your DM what a good favored enemy for his campaign would be. Any DM with a well designed campaign could answer that one easily enough, unless they are relying on random encounters and AP to provide all the content for their campaign. In which case looking at other classes or archetypes with a similar theme (less tied to FE) might be a better option.

# 2) drop the FE mechanic entirely and replace it with a static bonus (similar to a fighter's weapon or armor training) or bonus feats every so many levels.


Simply taking slayers study target instead of favored enemy could work.

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