Legendary Rangers PDF


Product Discussion

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Woohoo, no need to be a LONE, the LEGENDARY Ranger is here! :)


Does it have anything for replacing Favored Enemy with something that needs less work by the DM to make relevant?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

SilvercatMoonpaw wrote:
Does it have anything for replacing Favored Enemy with something that needs less work by the DM to make relevant?

Yes it does!


Purchased :) Now waiting for the PDF to become available :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Oliver Veyrac wrote:
Purchased :) Now waiting for the PDF to become available :)

The print version is already available; we just don't sell it on the Paizo store because of the way their print consignment policy works (only 50% revenue, which makes it tough when we're doing print-on-demand softcovers to make it work).

However, if you bought the PDF here and would like to add the PDF, email me at makeyourgamelegendary@gmail.com with your mailing address and I can send you a Paypal invoice for the difference in price between the PDF alone and the print/pdf bundle+shipping and get it headed your way!


Hello Jason,

I purchased the pdf it just hasn't shown up in my downloads yet sadly.

Sitting in Pending Status


Pathfinder Starfinder Society Subscriber

If you bought the PDF and didn't get it immediately, you need to contact Customer Service (via e-mail, phone call, or starting a thread in the Customer Service forum) to get the matter straightened out. They never deliberately "pre-sell" PDFs -- especially in a case like this where there is no subscription or bundling to combine the PDF with a physical product.


Okay, I've got this. Slightly disappointed there doesn't seem to be an "urban ranger" archetype. Wouldn't even take much: some small tweaks to Wildspeak and Relentless Stride.

Liberty's Edge

SilvercatMoonpaw wrote:
Okay, I've got this. Slightly disappointed there doesn't seem to be an "urban ranger" archetype. Wouldn't even take much: some small tweaks to Wildspeak and Relentless Stride.

What sort of tweaks?


A J Gibson wrote:
SilvercatMoonpaw wrote:
Okay, I've got this. Slightly disappointed there doesn't seem to be an "urban ranger" archetype. Wouldn't even take much: some small tweaks to Wildspeak and Relentless Stride.
What sort of tweaks?

Wildspeak is mostly fine, depending on how often certain types of creatures are encountered in an urban setting.

Relentless Stride needs a change to the part about not being impeded by undergrowth.

Those are the basics, but there might be greater tweaks: Wildspeak might be better switched for a comprehend languages or psychometry ability. The parts of Relentless stride dealing with Climb are fine in a city, but the water-based bits could be exchanged for something like supreme balance to better have a running battle across rooftops.

I'm not saying it's strictly necessary. It's just an archetype I was kind of expecting.

Liberty's Edge

SilvercatMoonpaw wrote:
A J Gibson wrote:
SilvercatMoonpaw wrote:
Okay, I've got this. Slightly disappointed there doesn't seem to be an "urban ranger" archetype. Wouldn't even take much: some small tweaks to Wildspeak and Relentless Stride.
What sort of tweaks?

Wildspeak is mostly fine, depending on how often certain types of creatures are encountered in an urban setting.

Relentless Stride needs a change to the part about not being impeded by undergrowth.

Those are the basics, but there might be greater tweaks: Wildspeak might be better switched for a comprehend languages or psychometry ability. The parts of Relentless stride dealing with Climb are fine in a city, but the water-based bits could be exchanged for something like supreme balance to better have a running battle across rooftops.

I'm not saying it's strictly necessary. It's just an archetype I was kind of expecting.

That's kinda neat, but it really feels like something that should be a rogue or even slayer class.


A J Gibson wrote:
That's kinda neat, but it really feels like something that should be a rogue or even slayer class.

I'm not a fan of Rogue or Slayer.


I read further, and the Pack Leader archetype replaces Wildspeak with a language-learning ability. Still need to adjust Relentless Stride.


Part II of my review:

The archetypes provided are the chasseur, a mounted ranger; the chrysanth caller is a ¾ BAB-archetype with fey-theme, Charisma as governing ability score, modified spell list (based on bard, with a selection of sorc/wiz spells added), and the ability to establish a telepathic bond with their quarry;  a complex class hack that radically changes how the class operates. Earthshakers are the barbarian crossover archetype; feral scavengers are the crossover with the unchained monk and some survivalism thrown in for good measure; the hand of nature’s might is a Spheres of Might crossover tweak, and hand of nature’s power, you guessed it, does cover that aspect for Spheres of Power. Harrier Scouts made me smile, big time: They get a unique natural gift that focuses on thrown weapons, and a combo-engine consisting of primers, follow-ups, and executions – somewhat akin to how the Swordmaster of old and some Interjection games classes, or the awesome Prodigy behave, just in a more limited version, as the abilities unlocked are fixed.  In a change of pace, only one primer, follow-up, or execution may be enacted per round, so it’s less of a linear build-up, and more of a mix and match. Still, I enjoyed this archetype’s 2.5 pages andgenuinely think that this type of design, applied to each o the traditional combat styles, would have made for an interesting angle to peruse. The head hunter gets macabre trophies and is particularly adept at hunting down escaped prey. The pack leader is BRUTAL: He essentially establishes a collective-like bond with allies, whoa re assigned certain roles, gaining potent benefits. These include never being surprised (at first level!), and also features bonus damage (not properly typed), but at the cost of moving down on the initiative order. Guardian role extends the reach of a character by 5 ft. Always, At first level. As part of the ability array of this fellow. Compare that to what you need to usually do to get an increased reach. This is a super-cool engine, but even PARTS of its base benefits are overkill for the levels; considering that they’re always on and last for days and are Ex, this is ridiculously strong. Dipping for even one level into this archetype makes the whole group much more deadly, and comparable commander archetypes and classes pale, big time. This is cool, but as written very much over the top.

Planar explorers get a frickin’ eidolon AND an expanded spell list, as well as a portal opening ability, but lose evasion. They still weirdly seem to get improved evasion, though. Skirmishers are spell-less rangers who receive a secondary, massive list of tricks, which includes adding no-save halving of movement, no save shaken, no-save entangled etc. to targets hit….but since they  can be used 10 + Wisdom modifier times per day only, that kinda works. Kinda. No save conditions that can be caused via ranged attacks are problematic. The wild-plains drifter is, bingo, the gunslinger crossover – it uses an interesting variant of the quarry engine that builds focus while the target is in sight, which can then be used for better shots and damage – I really like this base engine, as it represents rather well what you, well, do. You aim, observe, fire. Two thumbs up to whoever designed this one.

The feat array allows for the playing of Intelligence- or Charisma-based rangers. Mass Trap Spell makes you generate more traps – important if you’re like me and use lots of obscure books: This Is NOT meant to be based off of Rogue Genius Games’ Trap Spell ability to make spelltraps! Instead, the feat refers to one of three new spell types herein. Trap spells are placed in squares and pretty much d what they say on the tin; you can’t place them where they’d be immediately triggered. Primeval spells enchant a single piece of ammunition; herbal spells require either foraging or can be paid for. The spells provided are pretty cool, with terrain that heals allies and harms enemies, traps, ammo inflicting a negative level, a herbal variant of lesser restoration...I generally like a couple of them, but +1d6 times CL electricity damage (max 5d6 at 9th level) and +3 to attack rolls (UNTYPED!) vs. metal wearing foes for a swift action level 1 spell? Pretty darn brutal. Some spells here imho should make them specify that they can’t be made wands or potions, otherwise, you’ve just broken the already lax pricing. Take Life from the Land, for example, is a 4th-level spell, and cures blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, insanity, poisoned and sickened. (Oddly not nauseated). It also cures all ability score damage, and 1d6 HP per CL, and it has a 50% chance to send you back home on another plane. It’s only personal, but in a world where you can make wands of this fellow, not taking UMD would be rather dumb. This guffaw is in as far puzzling, as the other variant healing spells, like treat critical wounds, seem to be line: Said spell affects the creature touched and heals 4d12 hit points, plus 1 per CL. However, if the creature has been affected by it in the last 8 hours, that is halved. This is an interesting angle, and checks out well regarding spell-levels, etc. There is also a spell that heals you whenever the wielder of the enchanted weapon hits an attack - but the healing is low enough to make a kitten-exploit monetarily unfeasible, which I considered to be a nice touch.

The pdf closes with the sample character Raqir (CR 4), complete with a  compelling background story and boon benefits for befriending him. There is a superfluous + in his HD, but otherwise, he is a solid build.

Conclusion:

Editing and formatting are very good on a formal and rules language level; I only noticed e.g. italics missing and similar cosmetic hiccups. I think. Layout adheres to the series’ two-column full-color standard, and the pdf sports nice full-color artwork. Much to my annoyance, the pdf lacks bookmarks, which is a big comfort detriment for a crunch book of this size.

Andrew J. Gibson, Wren Rosario and Jeff Gomez have written a class rebuild that leaves me deeply torn; more so than any of the Legendary class rebuilds before. On one hand, we have a plethora of abilities I genuinely LOVE. The quarry rebuild is great and actually makes you feel like the sharp-eyed hunter/tracker; the class, as a whole, very much feels distinct and FUN. It has a wide selection of abilities that do allow you to roleplay, while never forgetting the mechanics. Which brings me to my primary concern: I’m not sure if the authors realized how strong their combined designs made the legendary ranger when compared to e.g. the legendary rogue or fighter. Just saying, since the sample NPC-build is relatively tame.

The lack of limits on predation makes every legendary rogue grit their teeth: Not only does the legendary ranger get the ability to walk on walls and ceiling and ignore the deadly terrain as a hard-coded class feature, they also have their full BAB for more consistent hits, and bonus damage that makes them much deadlier ranged combatants.

Know what did not need a damage boost of all things, at least not when played by a remotely capable player? Ranged ranger combatants.

In many ways, the legendary ranger is better at many rogue/assassin-y things than the legendary rogue. The different authors also show in the power-levels of the archetypes, which range from “solid” to “inspired”, to “conceptually great design, but broken as hell.”

To cut a long ramble short: I would not allow this class as written in my game. Not because of a personal pet-peeve of mine regarding mechanics, but because the overall package of the legendary ranger being better than that of the regular ranger, or talented ranger, or comparable classes by Legendary Games. I had peeves with the samurai and barbarian, with hiccups, some design decisions. But this one?

This is the first class in the series that I would not allow in my game due to balance concerns.

And it doesn’t look like the power level was anything but intended. The class is per se very finely-tuned, but omission of the usual balancing caveats in some key aspects taint it for me. I also have a legendary rogue player in my game, and where the legendary rogue or legendary gunslinger needs to invest and choose, the ranger just…gets stuff, and stuff that’s leagues better. This pdf has me rather concerned, to be honest.

How to rate this, then? Well, are you looking for a high-end class regarding power-level? Did you always think that your debuff full BAB-attacks should have no save? Tired of having to deal with the tactical ramifications of problematic terrain? Want to be a bloodhound? Or a witcher-like character? Then this’ll be pure awesome for you.

Are your PCs already fearsome enough with regular rangers? Oh boy, do you need to beg them not to power-game this beast.

For me, as a person, this is a 3-star file; its power-level is beyond what I consider appropriate for the games I run, and there are several components herein that I consider to be broken, too dippable, etc. – which breaks my heart, for the ideas and general chassis on display here are the finest I’ve seen for the concept.

As a reviewer, I have to account for the part of my demographic who is looking for such high-powered classes, though – for you, this should be a 5-stars file, though even you should beware of some options herein, while others may elicit less excitement from you.

Which leaves me with the formal criteria, and here, the lack of bookmarks hurts this book.

I thought long and hard, and compared this to my ratings of other comparable books, including the other installments in the series…and in the end, my final verdict can’t exceed 3.5 stars, rounded down.

Endzeitgeist out.


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Shame. I'll probably just mine it for Wildspeak and Quarry (hate Favored Enemy).


You'll get SO MUCH MORE out of this than those two. I mean it. I LOVE so many components herein. The "I-am-terminator-can't-stop-me" angle, the option to make deadly snipers...this book is full of great rules, but their combination is just really, really, really powerful. Far beyond the other legendary classes I've covered so far. If you want to ascertain for yourself, compare with legendary rogue, fighter and gunslinger.


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I was thinking I could slot the bits I liked into the Talented Ranger.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

SilvercatMoonpaw wrote:
I was thinking I could slot the bits I liked into the Talented Ranger.

Sure, anything is always good for mining for spare parts to use the parts you LOVE and skip the parts you don't!

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