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The Ranger, redux

Although the image of the ranger has been more or less embodied by such characters as Aragorn (from the Lord of the Rings trilogy by J.R.R.Tolkein) and Drizzt (from the Forgotten Realms novels by R.A.Salvatore), the role of the ranger is much more than just someone who can track and fights well in the forest. Specifically, it's an individual who lives within the wilderness, be it a temperate forest, deep underground, in the midst of a vast desert or high in the mountains. These add-on rules allows for more flexibility in designing a ranger appropriate to your desires and to the environment of your campaign. See "Get out of the Woods" for example character packages.

Mix n' Match Class Features
At 1st level (or upon gaining a level of the ranger class), the ranger should choose what path he wants to take by selecting four class features, one from each category (specialized fighting, bonus feats, specialized lore and spellcasting). Once chosen, these class features may not be exchanged or altered. The standard package of abilities is Two-Weapon Fighting, Track, Favored Enemy and Spellcasting.

Specialized Fighting

Two-Weapon Fighting (standard)
When wearing light or no armor, the ranger can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon fighting. A ranger with a BAB of +9 or higher can choose to gain the Improved Two-Weapon Fighting feat even if he doesn't have the other pre-requisites for this feat. Wearing armor heavier than light armor negates this ability.

Marksmanship (alternate #1)
When wearing light or no armor, the ranger may use one specific ranged weapon (ie: sling, longbow, spear) as if he had the Point Blank Shot and Far Shot feats. A ranger with a BAB of +9 or higher can choose to gain the Rapid Shot feat even if he doesn't have the pre-requisites for this feat. Wearing armor heavier than light armor negates this ability.

Horsemanship (alternate #2)
When wearing light or no armor, the ranger may fight from horseback (or another mount) as if he had Mounted Combat and Mounted Archery feats. A ranger with a BAB of +9 or higher can choose to gain the Ride-by-Attack feat even if he doesn't have the pre-requisites for this feat. Wearing armor heavier than light armor negates this ability.

Nocturnal (alternate #3)
When wearing light or no armor, the ranger has the equivalent of the Alertness and Blind-Fight feats. A ranger with a BAB of +9 or higher can choose to gain the Blindsight 5-foot Radius feat even if he doesn't have the pre-requisites for this feat. Wearing armor heavier than light armor negates this ability.

Bonus Feats

Track (standard)
A ranger gains Track as a bonus feat.

Run (alternate #1)
A ranger gains Run as a bonus feat.

Endurance (alternate #2)
A ranger gains Endurance as a bonus feat.

Bareback Rider (alternate #3)
A ranger gains Bareback Rider as a bonus feat.

Feat: Bareback Rider [General]
You are able to ride without the benefit of a saddle, tack or harness.
Pre-requisites: Ride skill
Benefit: When riding a mount you are familiar with (ie: the type chosen when the Ride skill was chosen), you do not suffer a -5 penalty to Ride skill checks from riding bareback.
Normal: Riding bareback invokes a -5 penalty to Ride skill checks.

Specialized Lore

Unlike the other features, you can have more than one kind of Specialized Lore. Instead of taking multiple weapons or bonuses with various terrains, enemies or companions, you can split up the bonuses. An example (brought to you by a poster over at ENWorld.org's message forums), is this:

10th level Ranger A: Favored enemy (undead/giants/dragons) +3/+2/+1
10th level Ranger B: Favored enemy (undead) +1, Favored Terrain (desert) +1, Favored Animal (camel) +1

Favored Enemy (standard)
At 1st level, a ranger may select a type of creature as a favored enemy, giving him a +1 bonus to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks when using these skills against the favored enemy. At 5th level (and every 5 levels thereafter), the ranger gains another favored enemy at +1 and the bonus for previous favored enemies goes up by +1 as well. He also gains this bonus on damage rolls (including ranged attacks under 30 feet).

Favored Enemy Types: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoid type*, Magical Beasts, Oozes, Outsider type*, Plants, Shapechangers, Undead, Vermin

*Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid (goblinoids, humans, reptillian humanoids) or outsider (devils, efreet or slaadi). A ranger can only select his own race as a favored enemy if he is evil.

Favored Companion (alternate #1)

At 1st level, a ranger may select a specific animal, beast or magical animal as a favored companion, giving him a +1 bonus to Animal Empathy, Handle Animal, Heal, Ride and Wilderness Lore checks when using these skills with the favored companion. At 5th level (and every 5 levels thereafter), the ranger gains another favored companion at +1 and the bonus for previous favored companions goes up by +1 as well.

Favored Companion Types (non-exhaustive list): Horses, wolves, hawks, unicorns, worgs, hippogriffs, dolphins, etc.

Familiar Terrain (alternate #2)
At 1st level, a ranger may select a specific terrain type as familiar terrain, giving him a +1 bonus to Intuit Direction, Move Silently, Ride, Search, Spot, Swim and Wilderness Lore checks when using these skills within that terrain type. At 5th level (and every 5 levels thereafter), the ranger gains another familiar terrain type at +1 and the bonus for previous familiar terrain types goes up by +1 as well.

Familiar Terrain Types: Aquatic, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground

Preferred Weapons (alternate #3)
At 1st level, a ranger may gain the Weapon Focus or Exotic Weapon Proficiency feat in any one weapon. At 5th level, and every 5 levels thereafter, the ranger gains an additional Weapon Focus or Exotic Weapon Proficiency feat.

Spellcasting

At 4th level, a ranger can cast divine spells. Instead of choosing from the normal ranger spell list, the ranger may opt to select two alternate spell domains. Spells from these domains will effectively replace those spells from the standard list that are marked with asterisks.

Example: a ranger who chooses Air and Good as his domains would replace the 1st level ranger spells Entangle and Read Magic with the 1st level Air Domain spell Obscuring Mist and the 1st level Good Domain spell Protection from Evil. Note that it might not be advantageous for some rangers to stray from the standard spell list as they'll lose two spells from the 3rd level spell list.

Ranger Spells (standard)

1st level
Alarm
Animal Friendship
Delay Poison
Detect Animals or Plants
Detect Snares and Pits
Entangle*
Magic Fang
Pass without Trace
Read Magic*
Resist Elements
Speak with Animals
Summon Nature's Ally I

2nd level
Animal Messenger
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Hold Animal
Protection from Elements
Sleep
Snare*
Speak with Plants*
Summon Nature's Ally II

3rd level
Control Plants*
Diminish Plants*
Greater Magic Fang
Neutralize Poison
Plant Growth*
Remove Disease
Summon Nature's Ally III
Tree Shape*
Water Walk*

4th level
Cure Serious Wounds
Freedom of Movement
Nondetection
Polymorph Self
Summon Nature's Ally IV
Tree Stride*
Wind Wall*

 


Domain Spells (alternate)

Air Domain
1 Obscuring Mist
2 Wind Wall
3 Gaseous Form
4 Air Walk

Animal Domain
1 Calm Animals
2 Hold Animal
3 Dominate Animal
4 Repel Vermin

Chaos Domain
1 Protection from Law
2 Shatter
3 Magic Circle against Law
4 Chaos Hammer

Earth Domain
1 Magic Stone
2 Soften Earth and Stone
3 Stone Shape
4 Spike Stones

Evil Domain
1 Protection from Good
2 Desecrate
3 Magic Circle against Good
4 Unholy Blight

Fire Domain
1 Burning Hands
2 Produce Flame
3 Resist Elements (cold/fire)
4 Wall of Fire

Good Domain
1 Protection from Evil
2 Aid
3 Magic Circle against Evil
4 Holy Smite

Law Domain
1 Protection from Chaos
2 Calm Emotions
3 Magic Circle against Chaos
4 Order's Wrath

Plant Domain
1 Entangle
2 Barkskin
3 Plant Growth
4 Control Plants

Sun Domain
1 Endure Elements (cold/fire)
2 Heat Metal
3 Searing Light
4 Fire Shield

Travel Domain
1 Expeditious Retreat
2 Locate Object
3 Fly
4 Dimension Door

Water Domain
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water