Post by Kirikami on Aug 24, 2011 0:12:29 GMT -5
Ranger
Rangers, the rough and tumble woodmen and woodswomen who make their earnings through arrow and blade, tracking and waiting. This patient art is still practiced, though, for many reasons. The only difference now is thew availability of new technology, including firearms and energy based weaponry. But when all technology fails, and a target must be taken down after weeks of tracking, it's the ranger who takes the niche.
Seeing as Divine Magic is quite rare in the more advanced civilizations, Rangers do not have access to it. Indeed, it makes for a stifling thought that a Ranger could be Spell-less, and indeed the Spell-less and Champion Ranger make for either a loss, or a fair trade respectively.
This revision seeks to keep rangers handy, giving them a niche that the Mercenary must work hard to invade. Rangers are thus given access to a small amount of Symbols, that replace most of their spells (but keep the same effects).
With the adjunct of Two Weapon Fighting being shifted to one feat, the Ranger is given more freedom with her Combat Styles should she be so inclined to take anything other than Archery/Marksmanship. This will be reflected by the expanded Combat Style list available.
Hit Dice: d8
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering/Geography/Nature/Tactics/Technology) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Drive (Dex), Pilot (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Plus two others at creation.
Skill Points per Level: 6+Int Mod
Good BaB
Good Fortitude
Good Reflex
Poor Will
Class Table
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- Track, Combat Style, 1st Favored Enemy
- Endurance
- Wild Empathy
- Path of Support
- 2nd favored Enemy
- Improved Combat Style
- Woodland Stride, Swift Tracker
- Evasion
- Third Favored Enemy
- Combat Style Mastery
- Camouflage
-
- Hide in Plain Sight, Fourth Favored Enemy
- 5th Favored Enemy
- Bane of Enemies.
Track: Rangers gain Track, as the feat as a bonus feat.
Combat Style: Rangers focus on one specific style of combat, and as they level up, they master their style in accordance. The ranger chooses one of the following styles and may not divert from it's path when chosen.
Dual-Weapon:
1st: Gains Two Weapon Fighting as a bonus feat
6th Gains "Dual Strike", an ability that allows the Ranger to attack with both of his weapons each once as a standard action. At this point in his training, he gains the Over-sized Two Weapon Fighting feat as a bonus feat. If the ranger is using a ranged weapon in one of his hands, he may attack with it without provoking an attack of opportunity while using the Dual Strike ability.
11th: Minor Ambidexterity; while wielding two of the same weapon, the Ranger mitigates another -1/-1 of their two weapon fighting penalty, thus, incurring only a -1/-1 penalty with optimal conditions (both one handed, light, or finesse-able weapons, rightfully sized for the Ranger).
Also, the ranger may use a light or small ranged weapon in her offhand to deliver iterative attacks to a target she has hit at least once with her melee weapon as part of the same full-attack action
Archery/Marksmanship:
1st: Rapidshot/Double Tap: When using a bow, the ranger gains Rapid Shot as a bonus feat, and when using a gun, she gains also the use of the Double Tap feat, incurring all penalties regularly.
6th:Manyshot/Burst Fire: When using a bow the Ranger gains Manyshot as a bonus feat, and when using a gun, she also gains the burst fire feat, incurring all penalties regularly.
11th: Improved Precise Shot/Dead Aim. The Ranger gains both feats as bonus feats.
Two-Handed Style
1st: Power Attack as the Feat, Weapon Focus (_____) as the feat for a type of two handed weapon only.
6th: The Ranger gains Shock Trooper and Combat Brute, as bonus feats- but only when using a two handed weapon. The AC penalty for charging 'disappears'.
11th: Whirlwind Attack; She gains Whirlwind attack, as the feat. She also gains Weapon Specialization for the weapon she designated as her Weapon Focus.
Path of Support: At forth level a Ranger may choose one of three options to aid her on whatever adventures she may face. Whether it's a trusty beast from her home planet or a nifty way about fighting, or even an ally who acts as her Spotter- Rangers have support options.
Animal Companion, as a Druid of the same level -3.
Distracting Shot; as the alternate class feature.
She may alternatively gain a cohort at 6th level, effectively gaining the leadership feat, but it utilizes Wisdom or Intelligence instead of Charisma.
Bane of Enemies: At 20th level, a ranger may add her favored enemy bonuses to her attack rolls as well as her damage rolls. She may also deal precision based damage, such as critical hits upon her favored enemies that are immune to such. Finally, a Ranger gains a +4 bonus to Hide, Move Silently, Bluff and Sense Motive checks when using them against a favored enemy.
Everything else on the table is as the original Ranger entry, and is not necessary to expand.
Feats Notes
Double Tap
Prerequisite: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Burst Fire
Prerequisite: Wisdom 13, Proficiency with Firearms.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
Dead Aim
Prerequisite: Wisdom 13, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost.
Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.