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Alternate Take On: The Ranger

Posted: Wed Mar 16, 2011 1:29 am
by KaiserKris
Ranger: (Wisdom)
HD: d10
BtH: As PHB
Weapons: As PHB
Armour: As PHB
Alignment: Any (most are good-aligned, most typically NG or CG)
EPP: As PHB
Class Abilities: Animal Empathy, Conceal, Favored Enemy, Field Medicine, Move Silently, Scale, Survival, Tracking, Traps, Wilderness Stride, Combat Marauder, Spellcasting, Multiple Attacks, Capstone Ability

Class Abilities:
Animal Empathy (Wisdom): Rangers are capable of communicating with and understanding animals on a basic level, limited by the intelligence of the animal in question and can attempt to modify an animal’s attitude towards her by using a Wisdom check in the same manner that another person would use a Charisma check to positively influence a person.

Conceal: As PHB

Favored Enemy: At 1st level, the Ranger must choose one type of enemy (humanoids, extraplanars, dragons, giants) against which they possess a special proficiency. Rangers gain a +2 bonus to attack, damage, armour class, saving throws, Intelligence checks to determine knowledge about the creature, and Tracking checks. At 11th level, the Ranger can choose another group of enemies to gain this bonus against.

Field Medicine (Wisdom): A number of times per day equal to 1 + their Wisdom modifier, the Ranger can attempt to make a successful Wisdom check to either heal physical damage or delay/neutralize a poison. A successful Wisdom check heals 1d8+level modifier damage, or delays a poison for a number of hours equal to level + Wis modifier. If the roll succeeds by a margin of five or greater, the poison is instead neutralized.

Move Silently: As PHB

Scale: As PHB

Survival: As PHB

Tracking: As PHB

Traps: As PHB

Wilderness Stride: At 3rd level, the Ranger is not impeded by natural terrain such as briars or hilly ground, moving at normal speed. They can also move without leaving any physical trace of their presence.

Combat Marauder (Strength): At 6th level, the Ranger gains the ability to designate a target against which their full power is unleashed. The target must be on their favored enemies list. The Ranger adds an additional attack bonus to all attacks made against that enemy equal to their Strength modifier, and a damage bonus equal to their level. At 16th level, the Ranger can use this ability twice per day.

Spellcasting (Wisdom): At 9th level, the Ranger is capable of casting a limited number of spells, beginning with a caster level equal to 1 + their Wisdom modifier, and advancing from 9th level. They gain bonus spells from a high Wisdom score in the same way as other classes do in the PHB.

9th level: 1 1st-level spell
10th level: 2 1st-level spells
11th level: 2 1st-level, 1 2nd level spell
12th level: 3 1st-level, 2 2nd level spells
13th level: 3 1st level, 2 2nd level, 1 3rd level spell
14th level: 3 1st level, 3 2nd level, 2 3rd level spells
15th level: 4 1st level, 3 2nd level, 2 3rd level, 1 4th level spell
16th level: 4 1st level, 3 2nd level, 3 3rd level, 2 4th level spells
17th level: 4 1st level, 4 2nd level, 3 3rd level, 2 4th level spells
18th level: 4 1st level, 4 2nd level, 3 3rd level, 3 4th level spells
19th level: 4 1st level, 4 2nd level, 4 3rd level, 3 4th level spells
20th level: 4 1st level, 4 2nd level, 4 3rd level, 3 4th level spells

Multiple Attacks: As a warrior subclass, the Ranger gains 3/2 attacks at 10th level, and 2 attacks/round at 20th level.

Capstone Ability: At 20th level, the Ranger gains a permanent +1 bonus to their Strength score and are granted the permanent services of a magical, intelligent animal companion with a hit dice equal to half that of the Ranger.

Ranger Spell List:
Spells in italics can be reversed.

1st level:
Alarm: Wards and area and alerts caster to intruders
Animal Friendship: Gain permanent animal companion
Calm Animals: Calms animals, beasts or magical beasts
Create Water: Creates 1 gallon/level of pure water
Detect Animals and Plants: Detects types of animals or plants
Detect Creature: Detects presence of creatures covered under Ranger's favored enemy.
Endure Elements: Exist comfortably in hot or cold regions
Entangle: Plants entangle everyone in 50 ft. circle
Feather Step: Ignore penalties due to moving in difficult terrain
Jump: Subject makes extraordinary leaps for 1 minute/level
Know Direction: You discern north
Longstrider: Your speed increases by 10 feet for 1 hour/level.
Protection from Hunger and Thirst: Subject is protected from hunger or thirst for 1 day/level
Resist Elements: Gain +2 bonus to saves against elemental attacks
Stabilize: Stabilizes dying individual

2nd level:
Animal Messenger: Sends a small animal to a specific place
Barkskin: Grants +3 C or caster looks like tree
Charm Person or Animal: Makes one person or animal the caster's friend
Continual Flame: Makes a permanent heatless flame
Cure Light Wounds: Cures 1d8+Wis modifier damage
Darkness: Creates 20 ft. radius supernatural shadow
Darkvision: Grants Druid flawless vision in total darkness
Delay Poison: Stops poison from harming subject for 1 round/level
Detect Traps: Reveals traps along a path 50 ft. long
Hold Animal: Holds one animal helpless for 1 round/level
Pit: Opens up 10x10 hole in the ground
Protecton Against Beasts: Provides +2 bonuses to saves, AC against beasts, as well as other protections
Silence: Negates sound in 15 ft. radius
Speak With Animals: Target can speak with animals
Sphere of Pure Air: Creates sphere of pure and clean air around druid

3rd level:
Animal Speech: Allows one intelligent animal to speak for 1 hour/round
Beastspite: Makes one individual hated and feared by all animals
Enhance Attribute (Self or Animal): Enhances one attribute of ranger or animal companion
Feather Step, Mass: As Feather Step but one person/level
Magic Fang: Allows Ranger or animal ally's natural weapons to strike as magical weapons, +1 enchantment/5 levels (max +3)
Neutralize Poison: Detoxifies venom on or in subject
Pass Without Trace 10' Radius: All allies of the Ranger within 10 feet can pass without trace, as the spell
Protection from Elements: Absorbs 12 damage/level from one element
Remove Disease: Cures all diseases
Snare: Creates and conceals magical trap that binds victims
Speak With Plants: The caster can speak with normal plants
Water Breathing: Subjects can breathe underwater
Water Walk: Subject treads on water as if solid
Wings: Wings allow flight for 30 minutes/level

4th level:
Animal Growth: Animals double in size, HD
Clear Path: Automatically clears path for ranger
Commune with Nature: Learn about terrain for 1 mile/level
Cure Serious Wounds: Cures 3d8 damage+Wis mod damage
Dispel Magic: Cancels magical spells and effects
Freedom of Movement: Move normally despite impediments
Halo of Vigilance: Provides 360-degree vision
Magical Grove: Creates trees and a small spring
Nondetection: Hides subject from divination, scrying
Reincarnate: Brings dead subject back in random body
Summon Beasts or Plants: Calls beasts or plants to fight on caster's behalf
Transport Via Plants: Move instantly from one plant to another of the same species

Re: Alternate Take On: The Ranger

Posted: Thu Mar 17, 2011 6:20 pm
by koralas
Why not change the Prime for the Ranger to Wisdom in this re-imagined version? It fits more with the special abilities, and also the added spell casting.

Re: Alternate Take On: The Ranger

Posted: Thu Mar 17, 2011 8:11 pm
by KaiserKris
koralas wrote:Why not change the Prime for the Ranger to Wisdom in this re-imagined version? It fits more with the special abilities, and also the added spell casting.
Good point.