Ranger, LotR (3.5e Class)
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| Wording: | Not rated |
| Formatting: | 3 out of 5 by 1 user |
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| Status: | ??? |
| Editing: | Constructive edits welcome |
Contents |
[edit] Ranger
Alignment: Any.
Hit Die: d8.
[edit] Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | 1st favored enemy, Track, wild empathy |
| 2nd | +2 | +3 | +3 | +0 | Combat style |
| 3rd | +3 | +3 | +3 | +1 | Endurance |
| 4th | +4 | +4 | +4 | +1 | |
| 5th | +5 | +4 | +4 | +1 | 2nd favored enemy |
| 6th | +6/+1 | +5 | +5 | +2 | Improved combat style |
| 7th | +7/+2 | +5 | +5 | +2 | Woodland stride |
| 8th | +8/+3 | +6 | +6 | +2 | Swift tracker |
| 9th | +9/+4 | +6 | +6 | +3 | Evasion |
| 10th | +10/+5 | +7 | +7 | +3 | 3rd favored enemy |
| 11th | +11/+6/+1 | +7 | +7 | +3 | Combat style mastery |
| 12th | +12/+7/+2 | +8 | +8 | +4 | Bonus Feat |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage |
| 14th | +14/+9/+4 | +9 | +9 | +4 | |
| 15th | +15/+10/+5 | +9 | +9 | +5 | 4th favored enemy |
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Bonus feat |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight |
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | |
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | |
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th favored enemy, Bonus Feat |
[edit] Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 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 any one favored enemy (including the one just selected, if so desired) increases by 2.
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.
| Type (Subtype) | Type (Subtype) |
|---|---|
| Animal | Magical beast |
| Giant | Outsider |
| Humanoid (dwarf) | Dragon |
| Humanoid (elf) | Humanoid (orc) |
| Humanoid (halfling) | Plant |
| Humanoid (human) | Undead |
Track: A ranger gains Track as a bonus feat.
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.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
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.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Bonus Feat: A ranger gains a fighter bonus feat at 4th level thereafter.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
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.
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.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
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, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
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.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
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