Ranger, RoW Variant (3.5e Class)
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Ranger, Races of War Variant
If you like the races of war something becomes apparent within seconds - the ranger no longer serves a purpose as far as the game is concerned. This variant class is the attempt to fix that, bringing the ranger back into the fold and allowing people to play one without much concern. These are desired to make the ranger a viable alternative to the fighter instead of someone that gives up a ton of feats for a few minor abilities.
The rangers abilities combine weak spell casting with fighting abilities and some minor druidic powers. However none of this truly set them apart from the fighter who could for all intents and purposes do everything they could and do it much, much better. This variant class is designed to give them a lot of additional abilities that both make sense and make them much more versatile; in short this class is changing drastically to give you a reason to even consider taking a ranger over a different class and preferably for a reason other than flavor.
Making a Ranger, Races of War Variant
Rangers are fighting men first and while they aren't as skilled as fighters, they do have a lot of additional abilities that focus on their overall abilities. A ranger is skilled against specific opponents, in specific terrains and are reliable scouts allowing the party the option of getting intelligence prior to fighting. In short the ranger is a fighter that emphasizes stealth while maintaining the abilities of a warrior, though their versatility with shear feats takes a significant dip.
Abilities: For a ranger the most important abilities will be Strength and Dexterity due to their light armor requirement. The ranger also should have a moderate Wisdom score as his spell casting abilities are generated off of his Wisdom score (including the maximum spell casting level.)
Starting Gold: 4d6×10 gp (average starting gold 120 gp.)
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+0||1st Favored Enemy, 1st Favored Terrain, Track, Wild Empathy||—||—||—||—|
|4th||+4||+4||+4||+1||Animal Companion, Natural Poisoner||0||—||—||—|
|5th||+5||+4||+4||+1||2nd Favored Enemy, 2nd Favored Terrain||0||—||—||—|
|6th||+6/+1||+5||+5||+2||Improved Combat Style||1||—||—||—|
|8th||+8/+3||+6||+6||+2||Light Armor Specialization, Trap making||1||0||—||—|
|10th||+10/+5||+7||+7||+3||3rd Favored Enemy, 3rd Favored Terrain||1||1||—||—|
|11th||+11/+6/+1||+7||+7||+3||Combat Style Mastery||1||1||0||—|
|15th||+15/+10/+5||+9||+9||+5||4th Favored Enemy, 4th Favored Terrain||2||1||1||1|
|16th||+16/+11/+6/+6||+10||+10||+5||Dual Spirit Guardian||2||2||1||1|
|17th||+17/+12/+7/+7||+10||+10||+5||Hide in Plain Sight||2||2||2||1|
|18th||+18/+13/+8/+8||+11||+11||+6||Pass Without Trace||3||2||2||1|
|20th||+20/+15/+10/+10||+12||+12||+6||5th Favored Enemy, 5th Favored Terrain, Call of the Wild||3||3||3||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Ranger, Races of War Variant.
Favored Enemy (Ex): At 1st level, a ranger may select two types of creatures from among those given on Table: Ranger Favored Enemies. The ranger gains a +3 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +3 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against each favored enemy previously selected increases by 3.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Favored Terrain (Ex): At 1st level, a ranger may select a favored terrain from among those given on Table: Ranger Favored Terrain. The ranger gains a +4 bonus on Climb, Hide, Listen, Move Silently, Spot and Survival skill checks when using these skills in any area that is considered part of his favored terrain. Also when the ranger is in one of his favored terrains he gains a +10 movement speed bonus (this bonus does not increase, it is a flat bonus to movement.)
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the bonus increases by 4 for all previously selected Favored Terrains (i.e. 1st level choice is +8 at 5th, +12 at 10th etc.)
If a terrain falls into more than one category, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
|Marshes and Swamps|
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
These benefits only apply when the ranger is wearing light or no armor. He loses these benefits when wearing medium or heavy armor.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is three-quarters his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is three quarters of his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Natural Poisoner (Ex): At 4th level the ranger is capable to harvest poisons from any creature that has a poison attack. When he harvests poison the ranger receives a number of poison uses equal to his intelligence modifier, and will know how to store poisons for future use. The ranger is also able to apply all poisons without fear of poisoning themselves but only has specialty with production and storage of natural poisons.
Improved Combat Style (Ex): At 6th level, the rangers combat abilities increase and he can select from the following list of feats to apply to his weapon choices. Choose two of the following abilities at 6th level: Weapon Specialization (melee weapon of choice), Weapon Mastery (melee weapon of choice), Weapon Specialization (ranged weapon of choice) or Weapon Mastery (ranged weapon of choice). The ranger may select a mastery feat as long as he already has the specialization for the chosen weapon.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Trapmaking (Ex): At 8th level, the Ranger learns to build simple mechanical traps in out of common materials. As long as has access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, he can build an improvised trap in 10 minutes. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + the Ranger’s level, have a BAB equal to his own, and are always single-use traps. He may add poison to these traps, if he has access to it, but it will dry out in an hour.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, the ranger's combat ability relating to the two weapons that he has selected for his specialization are truly deadly within the rangers hands. From this point on the ranger can add half his character level to each attack as a bonus to damage.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Evasion (Ex): At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Spirit Guardian (Su): The ranger has a spirit guardian that helps him fight when he summons it or when the ranger is seriously injured. If the ranger wants to summon the guardian spirit it is a standard action, if the ranger reaches 25% hit points the guardian spirit manifests to defend him. The spirit stays for 1 round per class level. Once per day the ranger may summon a spirit guardian that works under the following guideline: the spirit guardian is an animal spirit that is a paragon of its species.
Spirits: All spirits share some common traits. Hit dice are equal to the class level of the ranger (use maximum hit points), base attack bonus is equal to the class level of the ranger, AC is 12 plus class level of the ranger (touch and flatfooted are 9 plus class level) and the saving throws are equal to the ranger. For any other creature information reference the dire animal selection for reach, attributes and size considerations. The dire animal section will also determine the special abilities that the guardian spirits possess.
When the ranger reaches level 16 he chooses a second spirit guardian. Both guardians can be of the same type.
Pass Without Trace (Su): The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Spirit Roc (Su): When the ranger hits 19th level he gains the ability to summon a force effect known as the spirit roc. When enacting this ability a ghostly roc materializes above the ranger and then lashes out at everything within 30 feet that the ranger designates. The spirit roc deals d4 points of damage per class level to all targets, and this attack counts as a ranged touch attack against all opponents and uses the rangers attack bonus plus Dex modifier for determining to hit.
Call of the Wild (Su): At 20th level the ranger is able to perform the "Call of the Wild". This ability summons the life force of the land he is in; a primaly lord, an extension of the will of the land and shaped from the materials surrounding the ranger. The primal lord will aid the ranger for a max duration of one round per 2 levels. In exchange for this service the ranger agrees to help the land he is in and counts as under a geas spell if the primal lord has a specific task in mind. A ranger that neglects or abuses the land is unable to summon a primal lord.
Primal Lord characteristics:
Note: All attributes are base scores. They cannot be boosted through magic items to make the primal lord more powerful.
- Base Attributes: Str rangers score x2, Dex same as ranger, Con ranger score x1.5, Wis ranger score, Int ranger score, Cha -
- Hit Dice: 260 + Con modifier x3
- Armor: Natural armor of 15, plus dex (if any), 5 Deflection bonus (30 base AC 30 flat footed 15 touch)
- Reach/Space: 15 feet / 15 feet
- Base Attack: +20
- Damage: 3d8 + 1d8 per point of the rangers wisdom modifier
- Attacks per round: (this does not include strength modifier) +32/+32/+32/+27/+27
- Damage Reduction: 5/-
- Spell Resistence: Special see below.
Force of Nature: The primal lord is a force of nature and thus is extremely hard to hurt. Any land that is affected by a spell dealing damage of like type (fire to a magma lord or acid to a mountain lord) is completely ignored. All other effects (except for force effects) are reduced by 75% when dealing damage to the primal lord. While intelligent the primal lord is very similar to elementals so they can not be affected by most mind affecting spells. The primal lord is also completely immmune to death effects and death by massive damage; the body it is using to fight with is not real nor does it hold its true essence.
Destructive Strike: The primal lords attacks are devastating and can quickly reduce an individual or group to lifeless corpses. Any time the primal lord performs a full round attack the damage from strength is doubled (this only affects strength not the hit bonus.)
Summon Elementals: In times of great need a primal lord may summon additional elementals to aid in the defense of places that are great in importance. This ability summons d3 greater elementals, 2d6 medium elementals and 3d6 lesser elementals. This ability also has a 50% chance of summoning a paragon elemental of the appropriate type to aid the primal lord. This ability is never used lightly and will only occur in defense of the land itself; if a ranger summons the elemental lord and a group simply threatens him this ability will not be used.
A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.
|1st–2nd||+0||+0||+0||1||Link, Share Spells|
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Alternative Animal Companions: A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.
Epic Ranger, Races of War Variant
|25th||6th Favored Enemy, 6th Favored Terrain|
|30th||7th Favored Enemy, 7th Favored Terrain|
Animal Companion: The epic ranger’s animal companion continues to increase in power as normal. The ranger’s effective druid level is three-quarters his or her ranger level (rounded down.) For rangers above 27th level, consult the epic druid for details on how an animal companion’s power level increases.
Bonus Feats: The epic ranger gains a bonus feat (selected from the list of epic ranger bonus feats) every 3 levels after 20th.
Epic Ranger, Races of War Variant Bonus Feat List: <-list of bonus epic feats->.
Human Ranger, Races of War Variant Starting Package
Weapons: Longsword (1d8 Crit 19-20(x2) 4lbs), Longsword (1d8 Crit 19-20(x2) 4lbs), Longbow (1d8 Crit 19-20(x2) 3lbs)
Armor: Chain Shirt (+4 AC +4 Max Dex -2 armor check penalty 25lbs)
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Bonus Feats: Weapon Finesse
Gear: Two long swords, chain shirt, backpack, rations, torches, 2 waterskins.
Gold: 40 gold.
Playing a Ranger, RoW Variant
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Rangers, RoW Variant in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Ranger, RoW Variant in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.