Ranger (BD) (3.5e Class)

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Ranger

With bow, crossbow, of varied thrown weapons at the ready, the Ranger specializes in killing creatures by their race.

Creative Clause: This version of the Ranger is based on the Class from the Square Enix Game Bravely Default. I DO NOT take credit for the creation of the class, I am only using what is made to make a class for D&D. Once again, I DO NOT take credit form making the Ranger.

Making a Ranger

With a decent hit die, and amazing abilities to kill creatures the Ranger simply doesn't like, the Ranger itself suffers from a drop of melee combat and spellcasting.

Abilities: Dexterity is a must for Bows or Crossbows, or Strength for Thrown weapons. The opposite score is needed for back up uses, and Constitution is always good on hand for extra hit points. The mental scores are used for their skills, simply put.

Races: Any race has the capability of being a Ranger, and due to the wide selection of foes, the Ranger never seems to go out of practice.

Alignment: Any.

Starting Gold: 4d6×10 gp

Starting Age: Moderate

Table: The Ranger

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0 Targeting, Killer's Arrow/1
2nd+2+3+3+0
3rd+3+3+3+1 Killer's Arrow/2
4th+4+4+4+1 Paralysis Immunity
5th+5+4+4+1 Killer's Arrow/3
6th+6/+1+5+5+2 Bow Focus
7th+7/+2+5+5+2 Killer's Arrow/4
8th+8/+3+6+6+2
9th+9/+4+6+6+3 Killer's Arrow/5
10th+10/+5+7+7+3
11th+11/+6/+1+7+7+3 Killer's Arrow/6
12th+12/+7/+2+8+8+4 Hawkeye
13th+13/+8/+3+8+8+4 Killer's Arrow/7
14th+14/+9/+4+9+9+4
15th+15/+10/+5+9+9+5 Killer's Arrow/8
16th+16/+11/+6/+1+10+10+5 Precision
17th+17/+12/+7/+2+10+10+5 Killer's Arrow/9
18th+18/+13/+8/+3+11+11+6
19th+19/+14/+9/+4+11+11+6 Killer's Arrow/10
20th+20/+15/+10/+5+12+12+6 Multishot

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Ranger.

Weapon and Armor Proficiency: A Ranger is proficient with all Simple Weapons, light Martial Weapons, all Martial weapons that are classed as Ranged (Such as Bows) or Thrown (Such as the Trident), Bolas, Nets, and Shuriken. A Ranger is also proficient with Light and Medium armor, Bucklers, and Light shields.

Targeting: Knowing the lack of damage his weapons can do, the Ranger has found ways to supplement it. Using Targeting is a Full-Round action that does not provoke an Attack of Opportunity. The Ranger adds his Ranger levels to the damage roll when using a Bow, Crossbow, or Thrown weapon. He may not use Targeting with a Killer's Arrow.

Killer's Arrow: At 1st level, and every odd level after, the Ranger picks an enemy from the SRD Ranger's Favored Enemy List, picking one every odd level. Killer's Arrow is a full round action that does not provoke an Attack of Opportunity. The Ranger deals an instant 1.5x damage against the enemy type that the compound attacks, and if the weapons successfully deals a Critical Hit, the multiplier is increased by 2. (A Ranger who uses a Killer's Arrow against an Undead if they have chosen Undead as a Favored Enemy deals 1.5x damage against a Zombie, but not an Elf). The damage is simply the rolled damage, cut in half and rounded down (A Bow deals 1d8 damage, and a 5 is rolled, so the bow deals 7 damage). The Killer's Arrow can only be used on an Arrow, a Crossbow Bolt, or a Thrown Weapon. Once at 5th level, the Killer's Arrow increases the amount of damage done by enchantments on the ammo/weapon by the same rules as the arrow/weapon itself, though the enchantment damage is not multiplied on a critical hit (A Shocking Longbow deals 1d8 + 1d6 Shock. Damage is rolled as a 4 Bow and 6 Shock, making it 6 Bow and 9 Shock, for 15 damage total). Once at 9th level, the Killer's Arrow automatically confirms all critical hits, yet must still roll to confirm effects that trigger off a natural 20. Once at 11th level, the Killer's Arrow now increases the damage dealt by enchantments that grant the ammo/weapon an elemental attack, such as Flaming or Flaming Burst, granting the successful critical hit, after rolling to confirm the enchantment critical, a x2 multiplier. Once at 13th level, the Killer's Arrow now automatically confirms critical damage done by elemental enchantments.

Paralysis Immunity: At 4th level, the Ranger is immune to spells and effects that cause Paralysis, such as Hold Person. A Ranger can still be held unable to move by weight, ability point damage and the likes.

Bow Focus: At 6th level, the Ranger gains Weapon Focus and Weapon Specialization with either Bows, Crossbows, or Thrown Weapons. If a Ranger picks Thrown, then the bonuses do not apply to the weapon's melee traits. A thrown Dagger has +1 to hit, and +2 damage, yet a dagger being used to slash only dies 1d4.

Hawkeye: At 12th level, the Ranger has an easier time at hitting his targets at the sake of damage. As a Full-Round Action that does not provoke an Attack of Opportunity, the Ranger adds his Ranger Levels to his attack roll. This may be used in conjunction with a Killer's Arrow up to their Intelligence Modifier a day, but Hawkeye itself has no limit.

Precision: At 16th level, the Ranger's ability to kills keeps growing more and more. Whenever the Ranger successfully hits the same target at least twice in a row, Precision triggers. When the Ranger next attacks the same target, he adds the number of successful attacks to both his attack rolls and damage rolls with Bows, Crossbows, and Thrown Weapons. Example: If the Ranger has successfully hit an enemy Ogre 5 times, then his next arrow form his Longbow has a +5 to his attack and damage roll. This ability may be used in conjunction with a Killer's Arrow. Note: If the Ranger misses an attack, or changes target, Precision resets, and until he hits the same target twice, he receives no bonuses from Precision.

Multishot: At 20th level, the Ranger's knack for killing has grown. He may fire 4 arrows, fire 4 bolts, or throw 4 weapons per Base Attack Bonus (16 in total). Each attack attacks a target randomly in front of the Ranger in a 50ft cone. Before this attack, the Ranger may attempt to make each arrow, bolt, or thrown weapon into a Killer's Arrow in attempt to deal extra damage. During Multishot, Precision takes effects by counting the number of attacks on one target first before the others. Hawkeye and Targeting do not take effect. This is a Full-Round Attack that does not provoke an Attack of Opportunity.

Epic Ranger

Table: The Epic Ranger

Hit Die: d10

LevelSpecial
21stKiller's Arrow/11
22ndQuick Killer
23rdKiller's Arrow/12
24th
25thKiller's Arrow/13
26thKiller's Compound
27thKiller's Arrow/14
28th
29thKiller's Arrow/15
30thHunter's Swarm

6 + Int modifier skill points per level.

Quick Killer: Hunting the is Ranger's thing. He now only needs to spend an Standard Action to use Targeting and Hawkeye.

Killer's Compound: The Ranger can now combine Targeting and Hawkeye into one attack, however the attack is a Full Round Action that does not provoke an Attack of Opportunity.

Hunter's Swarm: When using Multishot, the Ranger's power reaches it's high point. He now attacks with 10 arrows, bolts, or thrown projectiles per base attack bonus. He may add Targeting and Hawkeye into this attack, and his Killer's Arrow as he sees fit, but must still roll for the random attack. This attack is a Full Round Action that does not provoke an Attack of Opportunity.

Human Ranger Starting Package

Weapons: Daggerx2, Heavy Mace, Longbow

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Heal4Wis
Intimidate4Cha
Knowledge (Nature)4Int
Move Silently4Dex-4

Feat: Point-Blank Shot.

Bonus Feats: Precise Shot.

Gear: Scale Male, backpack, bedroll, trail rationx4, waterskin, 10 torches, Flint&Tinder, Quiver w/50 arrows

Gold: 4d6->×10 gp

Playing a Ranger

Religion: Rangers worship gods and goddess of earth, nature, the wilds, forests, and the hunt.

Other Classes: A Ranger works well in pretty much all parties, mixing their killing abilities well. They gracefully the melee support of Fighters, and magical support of Wizards or Sorcerers.

Combat: Long range Bows, Mid range Crossbows, or Close range Thrown weapons.

Advancement: A Ranger tends to multiclass into Fighters for the better supply of weaponry, and the extras feats never hurt. Clerics are a valid option, as the armored Ranger doesn't affect Divine spells. Rogues are somewhat seen, mainly with the Thrown Ranger for massive Sneak Attacks.

Rangers in the World

Whether it be the depths of the seas, the darkness of caves, the heights of the mountains, or the vastness of the planes, I will protect my lands from creatures most foul
—Mitsumi, Merfolk Ranger


Daily Life: Many Rangers take on hunts or bounties, with no target being too deadly or too weak.

Notables: Mitsumi, Merfolk Ranger known for hunting along the seas to protect her nearby city.

Organizations: Ranger guilds, called Huntsmen Lodges are found in all cities, with willing Ranger's ready to take on their next target.

NPC Reactions: Treated as monster hunters to bounty hunters, the Ranger gets a very wide field of mixed reviews.

Ranger Lore

Characters with ranks in Survival can research Rangers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Survival
DCResult
5Ranger's are masters of killing a select handful of creatures.
10The Ranger sticks to Bows, Crossbows, and Thrown Weapons in preference of melee.
15Ranger's can, with training cause arrows to rip flesh and armor alike.
20Few Ranger's have the ability to unleash a flurry of projectiles across the battlefield in a swarm of metal and wood.

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