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RANGER
Alignment: Any. [same as PHB]
Hit Die: d8.
Class Skills: The ranger's class skills (and the key ability for each skill) are: Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). [same as PHB]
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. [same as PHB]
Skill Points at 1st Level: (4+Int modifier) x 4 [same as PHB]
Skill Points at Each Additional Level: 4 + Int modifier [same as PHB]
* Note: Previously, I posted this revision with a favored reflex save in addition to the favored fortitude save. Then after much debate, I changed it to a single favored fortitude save. Now, I have decided to stick with my original design concept and restore the favored reflex save. In addition, I have added a few select feats to the bonus feat list. Please peruse this thread for the reasoning behind this.
TABLE: The Ranger Base Fort Ref WillLevel Attack Bonus Save Save Save Special----- ------------ ---- ---- ---- -------1 +1 +2 +2 +0 Track, Bonus Feat 2 +2 +3 +3 +0 Child of Nature (Nature sense)3 +3 +3 +3 +1 4 +4 +4 +4 +1 Bonus Feat5 +5 +4 +4 +1 Child of Nature (Woodland stride)6 +6/+1 +5 +5 +2 Uncanny dodge (Dex bonus to AC)7 +7/+2 +5 +5 +2 8 +8/+3 +6 +6 +2 Child of Nature (Trackless step)9 +9/+4 +6 +6 +3 10 +10/+5 +7 +7 +3 11 +11/+6/+1 +7 +7 +3 12 +12/+7/+2 +8 +8 +4 Bonus Feat, Uncanny dodge (Cannot be flanked)13 +13/+8/+3 +8 +8 +4 14 +14/+9/+4 +9 +9 +4 Child of Nature (Resist nature's lure)15 +15/+10/+5 +9 +9 +5 16 +16/+11/+6/+1 +10 +10 +5 17 +17/+12/+7/+2 +10 +10 +5 18 +18/+13/+8/+3 +11 +11 +6 Uncanny dodge (+1 against traps)19 +19/+14/+9/+4 +11 +11 +6 20 +20/+15/+10/+5 +12 +12 +6 Bonus FeatTABLE: Ranger Spells Per Day [same as PHB] ---Spells per Day--Level 1 2 3 4----- - - - -1 2 3 4 0 5 0 6 1 7 1 8 1 0 9 1 0 10 1 1 11 1 1 0 12 1 1 1 13 1 1 1 14 2 1 1 015 2 1 1 116 2 2 1 117 2 2 2 118 3 2 2 119 3 3 3 220 3 3 3 3
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spells level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the rangers Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A ranger without a bonus spell for that level cannot yet cast a spell of that level.) A ranger has access to any spell on the ranger spell list and can freely choose which to prepare, just like a cleric. A ranger prepares and casts spells just as a cleric does (though the ranger cannot spontaneously cast cure or inflict spells). [same as PHB]
Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level. [same as PHB]
Track: A ranger gains Track as a bonus feat. [same as PHB]
Ranger Bonus Feats: Beginning at 1st level and again at 4th, 12th, and 20th, the Ranger may choose a bonus feat. The Ranger's bonus feats are chosen from the following list: Alertness, Ambidexterity, Improved Initiative, Lightning Reflexes, Great Fortitude, Endurance, Run, Skill Focus, Point Blank Shot, Far Shot, Rapid Shot, Precise Shot, Sharp Shooting (S&F), Foe Hunter (FRCS), Quick Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry (S&F), Mounted Combat, Mounted Archery, Ride-By Attack.
Child of Nature: At 2nd level and above, a ranger has Nature Sense. A ranger can identify plants and animals (their species and special traits) with perfect accuracy. The ranger can determine whether water is safe to drink or dangerous.
At 5th level, a ranger learns Woodland Stride. A ranger may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the ranger.
At 8th level, a ranger learns Trackless Step. A ranger leaves no trail in natural surroundings and cannot be tracked.
At 14th level, a ranger learns to Resist Nature's Lure. A ranger gains a +4 bonus to saving throws against the spell-like abilities of fey creatures.
The rangers Child of Nature ability is cumulative with the following druid ability progression: Nature sense, Woodland stride, Trackless step, Resist natures lure, Venom immunity, A thousand faces, and Timeless body. For all intents and purposes, consider the druids afore-mentioned ability progression a Child of Nature ability. If the ranger has another class that grants a Child of Nature ability, add together all the class levels of the classes that grant this ability and determine the characters Child of Nature ability on that basis.
Uncanny Dodge: At 6th level and above, a ranger retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 12th level, the ranger can no longer be flanked. A rogue at least four levels higher can still flank, however.
At 18th level, the ranger gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.
The rangers uncanny dodge is cumulative with other classes' uncanny dodge abilities. If the ranger has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant this ability and determine the characters uncanny dodge ability on that basis.
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I am looking to replace the crippled ranger class in my campaign with this variant.
Questions, comments, advice?
-ogwul


