Author Topic: The Ranger Reborn - A Fully Rewritten Ranger for 3.5  (Read 7114 times)

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bkdubs123

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The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« on: September 25, 2009, 01:25:29 AM »
The Ranger
"These are the woods of The Lady Loth. Her magic runs deep and her eyes see far. Be wary friends." - Dunadein, Elf Ranger.

**Geomancy mechanics are more or less worked out now. Barring anything major that I've left out the class should be completely playable.**

HD: d8

Saves: Good Fort, Good Ref, Poor Will

LV  Base Attack Bonus    Class Features                           Mana Pts  S. Known  S. Level
1.   +1                  Skirmish (+1 AC), Sniff, Tracker             2         2       1st
2.   +2                  Resist Nature's Grasp, Terrain Mastery       3         3       1st
3.   +3                  Skirmish (+1 AC, +1d6)                       4         3       1st
4.   +4                  Camouflage, Flawless Stride                  6         4       2nd
5.   +5                  Skirmish (+2 AC, +1d6)                       8         4       2nd
6.   +6/+1               Guiding Beacon 10ft                         10         4       2nd
7.   +7/+2               Skirmish (+2 AC, +2d6)                      13         5       3rd
8.   +8/+3               The Earth Speaks                            16         5       3rd
9.   +9/+4               Skirmish (+3 AC, +2d6)                      19         5       3rd
10.  +10/+5              Free Stride                                 23         6       4th
11.  +11/+6/+1           Skirmish (+3 AC, +3d6)                      27         6       4th
12.  +12/+7/+2           The Air Sings                               31         6       4th
13.  +13/+8/+3           Skirmish (+4 AC, +3d6)                      35         6       4th
14.  +14/+9/+4           Hide In Plain Sight                         40         7       5th
15.  +15/+10/5           Skirmish (+4 AC, +4d6)                      45         7       5th
16.  +16/+11/+6/+1       Guiding Beacon 30ft                         50         7       5th
17.  +17/+12/+7/+2       Skirmish (+5 AC, +4d6)                      55         7       5th
18.  +18/+13/+8/+3       The Echoes Dance                            61         8       6th
19.  +19/+14/+9/+4       Skirmish (+5 AC, +5d6)                      67         8       6th
20.  +20/+15/+10/+5      Wildsense 60ft, Wildstep                    73         8       6th


Class Skills (6+Int): Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering/Geography/Local/Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.

Proficiencies: All simple weapons, all martial weapons, light armor, no shields.

Geomancy (Su): A Ranger taps into the Mana energy of the natural world to employ natural and spiritual magic to aid his allies and scour his foes with elemental forces. At the beginning of each encounter a Ranger begins with a full Mana Pool, filled with a number of mana points as shown in the table above. Each round beyond the first of an encounter a Ranger regains a number of mana points equal to 1/4 his class level.

A Ranger can cast any spell he knows as long as he has the available mana points. Rangers don't get any bonus mana points or spells known for having a high ability score, but the save DCs of spells he casts are determined by his Wisdom modifier. His "spells" are actually considered supernatural abilities for all purposes and as such the save DC of any such spell is 10+1/2Ranger level+Ranger's Wisdom modifier.

Unlike a Druid, the Ranger knows very few Geomancy spells as shown in the table above, and selects his spells from the much more limited Ranger spell list (see below). Most of these spells must be delivered through weapon attacks instead of the more direct approach a Druid is able to take in wielding these earthen powers.

At 5th level and every five levels thereafter a Ranger can choose to lose any spell he knows to learn a new spell of any level he is capable of casting.

Mana Costs by spell level - 1st (2), 2nd (4), 3rd (7), 4th (10), 5th (14), 6th (18).

Skirmish (Ex): As scout, except that it starts with the AC bonus and acquires increased damage at 3rd level, and progresses from there.

Sniff (Ex): By spending a swift action a Ranger can gain the Scent quality as described in the Monster Manual for 1 round.

Tracker (Ex): Rangers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.

Resist Nature's Grasp (Ex): At 2nd level, a Ranger receives a bonus to his saving throws equal to his Intelligence modifier against all abilities of creatures with the Animal, Elemental, Fey, Giant, Plant, and Vermin types.

Terrain Mastery (Su): Starting at 2nd level, by spending a move action, a Ranger can attune himself with his surroundings, gaining immediate understanding of the terrain's basic properties and threats. This grants him a bonus to attack rolls against creatures native to the terrain, and a bonus to all skill checks while within the terrain equal to 1+1/5 his class level. This bonus lasts 1 minute.

Camouflage (Ex): Starting at 4th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even if the terrain doesn't grant cover or concealment.

Flawless Stride (Ex): Starting at 4th level, a Ranger wearing no heavier than light armor and carrying no more than a medium load ignores difficult terrain and damage that would be dealt by natural terrain features, unless such terrain would require a Climb or Swim check to successfully navigate.

Guiding Beacon (Ex): Starting at 6th level, a Ranger is able to help nearby allies navigate dangerous terrain. Allies within 10ft of the Ranger gain his Camouflage and Flawless Stride abilities, as well as the Ranger's Free Stride and Hide In Plain Sight abilities if the Ranger is of sufficient level to have those abilities. Further, as a swift action, a Ranger benefiting from his Terrain Mastery ability can grant allies within the effect of this ability his Terrain Mastery bonuses for 1 round. At 16th level, allies within 30ft benefit from those abilities.

The Earth Speaks (Su): Starting at 8th level, after using his Terrain Mastery feature, a Ranger can spend a swift action to gain Tremorsense out to 30ft while his bonuses from Terrain Mastery last.

Free Stride (Su): Starting at 10th level, a Ranger benefits from a Freedom of Movement effect as the spell during his turns (but not on other creatures' turns).

The Air Sings (Su): Starting at 12th level, after using his Terrain Mastery feature, a Ranger can spend a swift action to gain Blindsense and Tremorsense out to 30ft while his bonuses from Terrain Mastery last.

Hide In Plain Sight (Ex): Starting at 14th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even while being observed.

The Echoes Dance (Su): Starting at 18th level, after using his Terrain Mastery feature, a Ranger can spend a swift action to gain Blind-sight, Blindsense, and Tremorsense out to 30ft while his bonuses from Terrain Mastery last.

Wildsense (Su): A Ranger of 20th level is able to detect all creatures within 60ft after using his Terrain Mastery feature, as if using the Status spell, and as if they were his allies.

Wildstep (Su): At 20th level, a Ranger's connection with the earth is so great that he is able to move through it with unparalleled ease. After using his Terrain Mastery feature he is able to teleport a distance equal to his land speed as a move action once each round.

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Ranger Spell List
[spoiler]1st - Minor Vitalize, Electric Edge, Entangling Strike, Rebuking Strike, Air Slash, Flashfire, Flashfreeze, Great Leap, Barkskin

2nd - Lesser Vitalize, Stone Power, Creeping Cold, Breezeform, Lightning Strike, Blade Cascade, Rose's Thorn

3rd - Gust Armor, Venomous Strike, Lesser Vital Circle, Stony Grip, Thunder Roll, Animal Ferocity, Heat Stroke

4th - Vitalize, Dominating Strike, Windrider, Lightning Strikes Twice, Frigid Flamescour

5th - Storm Armor, Miasmic Venom, Vital Circle, Titan's Grip, Overthunder Charge

6th - Greater Vitalize, Anger of the Land, Vengeful Gale, Stormform[/spoiler]

The Magic Of The Earth
[spoiler]Casting Geomancy spells works much the same as using vancian magic or manifesting psionics, but with a few major differences.
  • Casting Geomancy spells never provokes attacks of opportunity (because they are supernatural abilities rather than real spells).
  • Geomancy spells have special duration rules that do not exist in other magic systems. These rules are as follows: There are five types of duration, which may be combined. They are Instantaneous, 1 Round, Save Ends, Save Suppresses, and Concentration. These durations cannot be extended through any means including feats, class features, or caster level (unlike other forms of magic). The durations are explained in detail below.
  • Instantaneous - This duration indicates that upon casting the spell an effect immediately takes place and then the spell is done. Examples include a spell that deals fire damage to the target upon casting, or a spell that breaks an object.
  • 1 Round - It doesn't get much more simple. A spell with this duration provides a very short term effect which lasts until the beginning of the caster's next turn.
  • Save Ends - This duration indicates that the spell's effect is one that the target can shrug off. At the beginning of each of the target's turns it makes a saving throw as provided in the spell description. If the save succeeds, the spell's effect ends. If the save fails the target continues to be subject to the spell's effects until it succeeds on the provided saving throw. There is no limit to how long such a spell can ultimately last except its target's ability to successfully save against its effect.
  • Save Suppresses - This duration indicates that the spell's effect is one that lasts for 1 minute, but that the target can ignore the effects of on a successful save. At the beginning of each of the target's turns it makes a saving throw as provided in the spell description. If the save succeeds, the target ignores the spell's effects for that round, but is still subject to the spell effect during its next round, and must make another saving throw each round for 10 rounds.
  • Concentration - This duration indicates a spell which can last as long as its caster spends an action and mana pts to maintain the spell. Mainly for buffs, these spells can be maintained each round after their initial cast time by spending an action as provided in the spell description (often free or swift) and spending Mana pts equal to 1/2 the spell's original Mana Cost (rounded down). For example, Electric Edge, a 1st level buff spell, has a Mana Cost of 2pts, and a duration of Concentration. The spell description tells us that the required action is a free action, and we already know that we need to spend 1 Mana pt as well to keep it going. These spells can last as long as the caster desires to maintain them and has the Mana pts to fuel them.
  • Some Geomancy spells have a Range of Weapon or Totem. These ranges are unique to Geomancy (for the time being) and require explanation.
  • Range: Weapon - Means that as part of casting the spell you must make a weapon attack. The spell takes effect if your attack hits as well as any normal effect your attack would have. The range is determined by your weapon's range (melee, thrown, reach, or ranged weapons can all be used unless the range specifies a weapon type.
  • Range: Totem - Means that as part of the casting you create a magical Totem, a device that radiates magical energy whose effects are permanent until the Totem is destroyed. A Totem can occupy the same square as any other creature, and when you create it you can drop it in your own square or toss it into square adjacent to yourself. Totems have AC of 10+3xSpell level, hitpoints equal to 10xspell level, and hardness equal to 2xspell level. Totems, after being created, can't be moved.
  • Geomancy spells with elemental descriptors can be cast at a higher caster level if used in certain types of environments, or if used while attuned to Ley Lines. (I'm not sure about how to do this just yet. It's not necessary to the system, so I may scrap it, but I love the idea, and would welcome mechanical suggestions.)

Spell Descriptions
[spoiler]Minor Vitalize - 1st
Conjuration (Healing)
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints and gains 5 temporary hitpoints which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, and Fatigued conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Electric Edge - 1st
Conjuration [Electricity]
Mana Cost: 2 pts.
Casting Time: 1 swift action.
Range: Personal.
Target: Self.
Duration: Concentration. 1 Mana pt.
Lightning crackles over your weapons causing your attacks to deal 1d6 extra electricity damage +1/caster level (max 1d6+5) as long as you concentrate to maintain the effect (free action).

Entangling Strike - 1st
Conjuration (Summoning)
Mana Cost: 2 pts.
Casting Time: 1 standard action.
Range: Weapon.*
Target: One creature.
Duration: Save Ends.
Vines stretch over your weapon as you make your attack and burst over the struck foe Entangling him until he succeeds on a Reflex saving throw.
*This is a special new range type. It means that as part of casting the spell you must make a weapon attack. The spell takes effect if your attack hits as well as any normal effect your attack would have. The range is determined by your weapon's range (melee, thrown, reach, or ranged weapons can all be used unless the range specifies a weapon type).

Rebuking Strike - 1st
Enchantment [Mind-Afflicting, Fear]
Mana Cost: 2 pts.
Casting Time: 1 standard action.
Range: Weapon.
Target: One Animal or Plant.
Duration: Save Ends.
The struck Animal or Plant is Frightened until it succeeds on a Will saving throw, and is then Shaken until it succeeds on another Will saving throw. Plants may be affected by this spell as though they were not immune to Mind-Afflicting effects.

Air Slash - 1st
Conjuration [Air]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Melee Weapon.
Target: One creature + 15ft area cone.
Duration: Instantaneous.
As you swing your weapon, the air around you forms into slicing currents. Creatures in the area of the cone are dealt damage equal to half the damage your initial attack dealt (Reflex negates).

Flashfire - 1st
Conjuration [Fire]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
Flames coat the length of your weapon as you make your attack catching your foe aflame until he succeeds on a Reflex save, dealing 1d8 fire damage each time his save fails.

Flashfreeze - 1st
Conjuration [Cold]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Personal.
Target: 15ft area emanation.
Duration: Instantaneous + Save Ends.
Creatures in the area are dealt 1d8 cold damage and until they succeed on a Fortitude save they move only at half speed and take a -1 penalty to attacks, AC, and Reflex saves.

Great Leap - 1st
Transmutation
Mana Cost: 2 pts.
Casting Time: 1 Move Action.
Range: Personal.
Target: Self.
Duration: Instantaneous.
Make a Jump check with a +20 bonus. For this check you are considered to have a running start and your distance is not limited by your height. For the purposes of High Jumps the DC is merely double the distance rather than quadruple.

Barkskin - 1st
Transmutation
Mana Cost: 2 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 1 Mana pt.
Your skin begins to harden as it takes on the properties of oak bark. As long as you concentrate to maintain the spell (free action) you gain a +2 natural armor bonus, +1/three caster levels (max +5).

Lesser Vitalize - 2nd
Conjuration (Healing)
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints/two caster levels (max 25) and gains that many temporary hitpoints which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, and Sickened conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Stone Power - 2nd
Transmutation [Earth]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area emanation.
Duration: Instantaneous + Concentration. 2 Mana pts.
As you undergo a granite infused transformation the land around you trembles and cracks. A shockwave is released rendering the area of the spell difficult terrain and knocking creatures within prone (Fortitude negates). As long as you concentrate to maintain the spell (free action) you gain a +4 bonus to all Strength and Constitution ability checks, +2/three caster levels (max +10) as well as Damage Reduction 2/adamantine and a +2 bonus for Fort saves. The DR and save bonus increase by 1 each every three caster levels (max 5).

Creeping Cold - 2nd
Conjuration [Cold]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 2 Mana pts.
Frost and fog sheathes your weapon as you make your attack. The struck foe is dealt 2d6 extra cold damage and is Immobilized for 1 round (Fort halves damage, negates condition). As long as you concentrate to maintain the spell (swift action) the struck foe is surrounded by a thin cloud of frigid fog stretching out to 15ft. Creatures that start their turns within the fog are dealt 1d6 cold damage (Fort negates). The cloud doesn't significantly hamper vision or movement.

Breezeform - 2nd
Transmutation [Air]
Mana Cost: 4 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 2 Mana pts.
You seem to become more slightly built, perhaps even partially insubstantial, as the magic of this spell takes effect. As long as you concentrate to maintain the spell (swift action) your movement doesn't provoke attacks of opportunity, you may move through occupied squares even those occupied by enemies, and you gain a Fly speed equal to 1/3 your land speed with Poor maneuverability. While flying in this way you take a -1 penalty to attacks, skill checks, AC, and Reflex saves.

Lightning Strike - 2nd
Conjuration [Electricity]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
The sky grows dark and ominous as you make your attack and lightning flashes striking the struck foe. Your attack deals an extra 3d6 Electricity damage and blinds the struck foe until he makes a successful Fortitude save.

Blade Cascade - 2nd
Transmutation [Water]
Mana Cost: 4 pts.
Casting Time: 1 Full Round Action.
Range: Personal.
Target: Self.
Duration: 1 round.
Your body transforms into a watery version of itself, sea foam splashing over the ground with each step. As you cast this spell move up to twice your land speed. You may make a single melee attack against any foe you move adjacent to during this movement. For the duration of this spell you gain the Water subtype, become Vulnerable to Electricity, but gain Fire Resistance 30 and take only half damage from weapon attacks.

Rose's Thorn - 2nd
Conjuration
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
Dark green resin drips down the edge of your weapon as you make your attack. The struck foe is dealt 6 acid damage and until he makes a successful Fortitude save takes 6 acid damage each time he takes a standard or full round action, after which he becomes Sickened until he makes a successful Fortitude save.

Gust Armor - 3rd
Conjuration
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area spherical emanation.
Duration: Instantaneous + Concentration. 3 Mana pts.
The air around you is jostled about generating Severe Winds (as weather) in the area of the spell until the end of your turn. As long as you concentrate to maintain the spell (swift action) you gain a +4 deflection bonus to AC, benefit from concealment, and are surrounded by Strong Winds (as weather) out to a 10ft area spherical emanation. Further you gain Resistance to Cold and Electricity 15 and are immune to the effects of Windstorm or weaker Wind.

Venomous Strike - 3rd
Conjuration [Acid]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Ends.
Your weapon is coated in a sheen of fluorescent green as you make your attack. Your attack deals an extra 15 acid damage. Further, the struck foe takes a -2 penalty to saving throws against Poisons until he succeeds on a Fortitude save.

Lesser Vital Circle - 3rd
Conjuration (Healing)
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Totem.*
Target: 15ft area emanation.
Duration: Instantaneous.
Verdant energy radiates from your Totem granting all allies within the area Fast Healing 5 and 15 temporary hitpoints which last as long as they remain in the area and for 1 round thereafter. Allies in the area are immune to the Shaken, Blinded, Deafened, and Fatigued conditions. This spell heals living creatures but has no effect on undead or construct type creatures.
*This is a special new range type. It means that you create a magical Totem, a device that radiates magical energy whose effects are permanent until the Totem is destroyed. A Totem can occupy the same square as any other creature, and when you create it you can drop it in your own square or toss it into square adjacent to yourself. Totems have AC of 10+3xSpell level, hitpoints equal to 10xspell level, and hardness equal to 2xspell level. Totems, after being created, can't be moved.

Stony Grip - 3rd
Conjuration (Summoning) [Earth]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 3 Mana pts.
The earth trembles as your weapon makes its way to your foe. Upon striking your foe a Large granite hand erupts from the ground and begins to grapple the foe. It has a grapple modifier equal to your caster level +10. It will seek to pin its opponent at its first chance. The hand lasts as long as you concentrate to maintain the spell, until it is destroyed (AC 21, 70hp, 10hardness), or until the foe escapes the grapple.

Thunder Roll - 3rd
Evocation [Sonic]
Mana Cost: 7 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 3 Mana pts.
As long as you concentrate to maintain the spell (free action) you gain the ability to Overrun opponents without provoking attacks of opportunity, and with a bonus to your attempts equal to your Caster level. Creatures you overrun in this way are dealt 2d6 sonic damage. Creatures that avoid your attempts are dealt 4d6 sonic damage.

Animal Ferocity - 3rd
Transmutation
Mana Cost: 7 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 3 Mana pts.
Your nails and canines grow and harden as you loose a fierce roar. As long as you concentrate to maintain the spell (swift action) you gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, develop two natural Claw attacks which deal 1d6 damage and overcome damage reduction as magic, chaotic, silvered and cold iron weapons, and gain the Improved Grab, Pounce, and Trip special abilities. For the duration of this spell you can't cast any other spells or use Intelligence or Wisdom based skills.

Heat Stroke - 3rd
Evocation [Fire]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Suppresses
Your weapon glows orange with searing power and reflects sunlight along its edge. Your attack deals +4d6 fire damage and the struck foe is Fatigued during turns that it fails its Fortitude save.

Vitalize - 4th
Conjuration (Healing)
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints/caster level and gains that many temporary hitpoints which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, Sickened, Frightened, Exhausted, Stunned, Paralyzed, and Nauseated conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Dominating Strike - 4th
Enchantment [Mind-Afflicting, Charm]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One Animal, Fey, or Plant.
Duration: Save Ends.
The struck Animal, Fey, or Plant is Dominated as by the Dominate Monster spell, except only until it succeeds on a Will save, after which it is Confused until it succeeds on a Will save. Plants may be affected by this spell as though they were not immune to Mind-Afflicting effects.

Windrider - 4th
Transmutation [Air]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self.
Duration: Concentration. 5 Mana pts.
As long as you concentrate to maintain the spell (swift action) you gain a Fly speed equal to your land speed with Good maneuverability. Further, you gain a +2 bonus to AC and saving throws against airborne creatures, you a +2 bonus to attack rolls against creatures touching the ground, and such foes take a -2 penalty to their saving throws against your abilities. Finally, you gain the Hover quality.

Lightning Strikes Twice - 4th
Conjuration [Electricity]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: Two creatures.
Duration: Save Ends.
The sky grows dark and ominous as you make your attack and lightning flashes striking the struck foes. Make two attacks as you cast this spell, each against two different creatures. Your attacks deal an extra 6d6 Electricity damage and blinds each struck foe until it makes a successful Fortitude save.

Frigid Flamescour - 4th
Conjuration [Cold, Fire]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Ends.
Your weapon smolders with a dark purple smoke as you make your attack. Your attack deals an extra 10 cold damage and an extra 10 fire damage. Further, the struck foe is Immobilized until it succeeds on a Fortitude save, and then is Slowed and takes 2d6 fire damage each round until it succeeds on a Reflex save.

Storm Armor - 5th
Conjuration [Air, Electricity]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area emanation.
Duration: Instantaneous + Concentration. 7 Mana pts.
The air around you is jostled about generating Windstorm force Winds (as weather) in the area of the spell until the end of your turn. As long as you concentrate to maintain the spell (swift action) you gain a +6 deflection bonus to AC, benefit from total concealment, and are surrounded by Severe Winds (as weather) out to a 10ft area spherical emanation. Further you gain Resistance to Cold and Electricity 30 and are immune to the effects of Wind. Finally, anytime a creature strikes you with an attack you deal that creature 4d6 Electricity damage (Reflex negates).

Miasmic Venom - 5th
Conjuration [Acid]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 7 Mana pts.
Your weapon is coated in a sheen of fluorescent green as you make your attack. Your attack deals an extra 30 acid damage. Further, a noxious cloud billows from the struck foe as long as you concentrate to maintain the spell, out to 15ft bestowing a -4 penalty to saving throws against Poisons to creatures within and dealing them 10 acid damage each round. This cloud does not significantly hamper vision or movement.

Vital Circle - 5th
Conjuration (Healing)
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Totem.
Target: 30ft area emanation.
Duration: Instantaneous.
Verdant energy radiates from your Totem granting all allies within the area Fast Healing 10 and 30 temporary hitpoints which last as long as they remain in the area and for 1 round thereafter. Allies in the area are immune to the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, and Sickened conditions. This spell heals living creatures but has no effect on undead or construct type creatures.

Titan's Grip - 5th
Conjuration (Summoning) [Earth]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 7 Mana pts.
The earth trembles as your weapon makes its way to your foe. Upon striking your foe a Huge granite hand erupts from the ground and begins to grapple the foe. It has a grapple modifier equal to your caster level +20. It will seek to pin its opponent at its first chance. With each successful grapple check it Constricts deals 6d6 bludgeoning damage. The hand lasts as long as you concentrate to maintain the spell, until it is destroyed (AC 30, 140hp, 15hardness), or until the foe escapes the grapple.

Overthunder Charge - 5th
Evocation [Sonic]
Mana Cost: 14 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 7 Mana pts.
As long as you concentrate to maintain the spell (swift action) you gain the ability to Overrun opponents without provoking attacks of opportunity, with a bonus to your attempts equal to your Caster level, and without spending a standard action. Creatures you overrun in this way are dealt 6d6 sonic damage. Creatures that avoid your attempts are dealt 10d6 sonic damage (Fortitude halves). If you fail to overrun an opponent you are not pushed back 5ft, nor do you fall prone, you simply stop your movement.

Greater Vitalize - 6th
Conjuration (Healing)
Mana Cost: 18 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 10 hitpoints/caster level and gains that many temporary hitpoints which last 5 rounds. This spell also removes all conditions effecting the target, heals all ability damage, and removes all ability penalties and negative levels. This spell heals living creatures but has no effect on undead or construct type creatures.

Anger of the Land - 6th
Evocation/Transmutation [Earth, Sonic]
Mana Cost: 18 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 20ft area emanation.
Duration: Instantaneous + Concentration. 9 Mana pts.
With a wild roar and a reckless stomp you release a shockwave that unhinges the earth and sends foes reeling. The area of the spell becomes difficult terrain, and creatures within are dealt 10d6 sonic damage and knocked prone. Make a bull rush attempt against all such creatures with a +15 bonus to your roll (you cannot move with any of these creatures). Creatures that you successfully Bull Rush are moved as though you moved with them. Further, as long as you concentrate to maintain the spell (swift action) you grow 1 size category larger, gain two natural Slam weapons dealing 2d10 bludgeoning damage and 2d6 sonic damage each overcoming DR as magic adamantine weapons, gain DR 15/adamantine and a +8 bonus to Fortitude saves.

Vengeful Gale - 6th
Conjuration/Evocation [Cold, Electricity, Fire]
Mana Cost: 18 pts.
Casting Time: 1 Full Round Action.
Range: 90ft.
Target: 30ft wide, 600ft tall area column.
Duration: Concentration. 9 Mana pts.
You call into effect a terrifying storm of elemental fury bringing about a Tornado (as weather) the size of the spell's area. As long as you concentrate to maintain the spell (standard action), creatures that begin their turns in the area are dealt 5d6 cold damage, 5d6 electricity damage, and 5d6 fire damage. You may move the Tornado up to 10ft as a swift action, or up to 30ft as a move action. Anytime a creature within 60ft of the Tornado deals damage to you, that creature is dealt 3d6 cold damage, 3d6 electricity damage, and 3d6 fire damage (Reflex negates).

Stormform - 6th
Transmutation [Air, Electricity]
Mana Cost: 18 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 9 Mana pts.
As long as you concentrate to maintain the spell (free action) you gain a +8 deflection bonus to AC, benefit from total concealment, and are surrounded by Hurricane Winds (as weather) out to a 30ft area spherical emanation. Further you gain a Fly speed equal to double your land speed with perfect maneuverability, are immune to cold, electricity, and the effects of Wind. Finally, as a standard action each turn you can call a bolt of lightning to strike any foe within 120ft dealing 12d6 electricity damage (Reflex halves).[/spoiler][/spoiler]

Variant Rangers

The Martial Ranger trades his Geomancy for the maneuvers and stances progression of a Monk with the Crusader's recovery mechanic. He has access to the Stone Dragon, Tiger Claw, Falling Star, and Raging Storm disciplines. At the beginning of each encounter half his readied maneuvers are granted to him (rounded up), while the others are withheld.

The Forest Friend Ranger variant trades the Skirmish ability (and all later improvements), as well as the Sniff ability to gain an Animal Companion, which progresses at the same rate as a Druid's of equal level, and the Wild Empathy ability.
« Last Edit: November 23, 2010, 01:37:56 AM by bkdubs123 »

GawainBS

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #1 on: September 25, 2009, 07:44:47 PM »
I don't like the Skirmish ability here. It forces too much Swifthunter and ensueing shennanigans. (Not that that is bad, but it is its own concept.) Plus, it has the annoying problem all precision based damage has: lots of immune things. I'd go for something like 4E's Quarry, with Ranger level extra damage vs one target.
Maybe some WIS to AC ability, or WIS to saves, to denote the bond with the land, apart from the magic?

bkdubs123

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #2 on: September 26, 2009, 05:32:27 PM »
I don't like the Skirmish ability here. It forces too much Swifthunter and ensueing shennanigans. (Not that that is bad, but it is its own concept.)

Honestly, I find Skirmish to be perfect fit for the Ranger. I'm not sure what you mean by "ensueing shenanigans" though.

Quote
Maybe some WIS to AC ability, or WIS to saves, to denote the bond with the land, apart from the magic?

These are pretty good ideas for the Druid, but not as much for the Ranger in my opinion.

GawainBS

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #3 on: September 26, 2009, 07:29:30 PM »
Because Skirmish is
a) susceptible to fortification & co, since it is precision damage.
b) generally only applicable to one attack per round, or you have to go for "shennanigans", like a dip in Cleric & Travel Devotion.
c) not a lot of bonus damage anyway, which is made worse by b).

To be clear, this is intended as a replacement for the Ranger, right? If it would be a new base class, it'd be ok. As a replacement, it resembles the Scout too much.

Midnight_v

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #4 on: September 26, 2009, 08:04:04 PM »
I like it. *shrug*

I don't find the shennanigans to be real as its just as easy to ... I don't know... us a bow?
Or maybe the two weapon feats from the phb2?
I mean its in line with everything else and I'd like to see what all geomancy gives you before passing judgement.

Finally, in the argument of resemblance to scout and swift hunter... I found that, well frankly near the end of 3.5 anyone playing a ranger was playing a swift hunter anyway.
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GawainBS

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #5 on: September 26, 2009, 08:21:58 PM »
Good point, I forgot about the Spring Attack follow ups.

bkdubs123

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #6 on: September 26, 2009, 08:36:23 PM »
I mean its in line with everything else and I'd like to see what all geomancy gives you before passing judgement.

I'll be working on Geomancy all day today. :D

bkdubs123

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #7 on: September 27, 2009, 11:10:00 PM »
Okay, so the rules for Geomancy are up, as well as several spell descriptions. If there are still some things that don't make any sense, please let me know, and I'll try to clarify as best as I can. I'll also be working to finish up the rest of the Ranger's spell list asap.

GawainBS

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #8 on: September 28, 2009, 06:39:56 AM »
I like the system, but I doubt the usefulness of the damage-dealing spells. But that's a flaw of 3.5, not of you.
BTW, the Martial Ranger is cool.

dman11235

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #9 on: September 29, 2009, 12:54:16 AM »
I like it.  A lot.

A couple things though:

The Terrain Mastery bugged me a bit at first, it seemed odd that there was a duration, but I really like the idea of being able to adjust to the new terrain (which having set terrains he's useful in makes impossible).  Idea that just popped into my head: how about it lasts until he leaves that terrain type?  So if he's in a deciduous forest, and leaves into a grassland, he'll lose the bonus until he takes the action again.  Of course, a move action is too small to be any kind of deterrent, so how about making it a minute?  It's OOC, but not too long.

On skirmish: I see where gwain is coming from on this.  And I have to say I agree partially.  It is its own concept, separate from the ranger, and spawned from combining the (admittedly similar) classes.  But: what about making it an ACF?  or otherwise a choice of it vs something else?  Best of both worlds, if you ask me.

Geomancy: AWESOME.
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Bauglir

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #10 on: September 29, 2009, 01:24:38 AM »
Hm, I like geomancy and may steal some of the ideas and/or numbers later (I'll give you credit if I do, assuming you don't mind). One comment, though, is that you may want to limit the number of totems that can simultaneously be active. It's less of an issue for PCs, but NPC rangers (or, more likely, druids, who'll have access to more) will just pepper their domains with overlapping totems. And it may raise issues for believability if the world isn't literally covered in them by now, if the world isn't young.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

bkdubs123

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #11 on: September 29, 2009, 02:48:56 AM »
I like it.  A lot.

I'm glad. I was really shooting for something great with this one.

Quote
The Terrain Mastery bugged me a bit at first, it seemed odd that there was a duration, but I really like the idea of being able to adjust to the new terrain (which having set terrains he's useful in makes impossible).  Idea that just popped into my head: how about it lasts until he leaves that terrain type?  So if he's in a deciduous forest, and leaves into a grassland, he'll lose the bonus until he takes the action again.  Of course, a move action is too small to be any kind of deterrent, so how about making it a minute?  It's OOC, but not too long.

Yeah, I think I will up the duration to 1 minute. I was just a bit unsure how I wanted to use this, but the fortunate thing is that it's not a hard ability to tweak.

Quote
On skirmish: I see where gwain is coming from on this.  And I have to say I agree partially.  It is its own concept, separate from the ranger, and spawned from combining the (admittedly similar) classes.  But: what about making it an ACF?  or otherwise a choice of it vs something else?  Best of both worlds, if you ask me.

Someone at WotC had mentioned that they missed the Animal Companion. What would people think of an ACF that Replaces the entire Skirmish progression with a Druid's progression Animal Companion?

Quote
Geomancy: AWESOME.

Now this does make me happy. I guess everything seems to make sense then? Hopefully you notice many familiar concepts from conversations in the Let's Design A Non-Vancian Casting System thread.

@Bauglir: Good point. Totems are likely to be the cause of a lot of trouble I fear. Any ideas on how to limit Totems so that they don't become silly?

GawainBS

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #12 on: September 29, 2009, 04:57:13 AM »
I'd think the choice between Skirmish and Animal Companion is a good one.

How about limiting totems to your WIS mod?

bkdubs123

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #13 on: September 29, 2009, 05:16:48 AM »
I'd think the choice between Skirmish and Animal Companion is a good one.

The Forest Friend variant has been added which replaces Skirmish and Sniff with an Animal Companion and Wild Empathy.

Quote
How about limiting totems to your WIS mod?

An obvious suggestion, but I wonder if it's enough. I guess I need to say that two Totems from the same spell don't stack, for one. I think I'd also say that a single Geomancer can only control a number of Totems equal to 1/2 his Wisdom modifier (or spellcasting stat, in case I make a non-Wisdom based Geomancer). Still... something in the back of my mind irks me about these Totems.

dman11235

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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #14 on: September 29, 2009, 01:44:45 PM »
Any more variants you think would work would only make it better.

On totems: well, it's not gonna get at all insane now, since the only two spells that have totems overlap.  And they can't be moved.  SO you can't cast it and constantly benefit from now on.  But if more spells get made that upset this, then yeah, there's gonna need to be a limit.
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Re: The Ranger Reborn - A Fully Rewritten Ranger for 3.5
« Reply #15 on: September 29, 2009, 06:25:28 PM »
Concentration:
You could add another category for Maintenance Cost right below Duration to include the action and Mana requirements to keep an effect going. This would make it easier to skim the spells for necessary information. (Is there a reason you aren't doing this with Saving Throws as well?)

There needs to be a limit to how many spells you can maintain through concentration each round with free actions, perhaps based on caster level or a casting stat.

Range: WeaponRange: Totem:
Would it make sense for large (tall) and larger creatures to be able to place totems anywhere within their natural reach? I can understand how using weapon reach might be counter-intuitive which, I suspect, is why you chose the wording you did. On the other hand, the image of someone throwing a totem, javelin like, to plant it amidst a group of enemies and wreak havoc, fills me with glee. (I realize though, that none of the totem spells listed are offensive in nature. Just think totem of panic, or wind.)

Quote from: bkdubs123
Totems, after being created, can't be moved.
SpellsAir Slash:
You need to specify that the cone originates from the nearest corner of the nearest square of the targeted creature and moves outward, away from the caster, assuming that is what you intend for the spell to do. Otherwise the player could have the cone move in any direction from any corner of any square the targeted creature occupies, regardless of the direction of the attack, and that could get woefully out of hand with large and larger creatures.

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« Last Edit: September 29, 2009, 06:31:14 PM by vermithrx »