There are so, so many changes that would benefit the ranger.
Basic and easy and mostly just small changes:
More specific bigger changes:
Things that'd need other system changes:
Further improvements:
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. WARNING: To cast a spell, a ranger must have a Wisdom score of 10 + the spell's level. For example, to cast a 3rd-level spell, a ranger must have a Wisdom of 13. - Hit Die: d10. - Proficiencies: All simple and martial weapons, light and medium armor, and shields. - Skill Points (*4 at 1st level): 4 + Int Modifier. - Class Skills: Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Ride, Search, Set Trap, Spot. - Primary saving throw(s): Fortitude. - Base attack bonus: High (+1 per level). - Spellcasting: Ranger Spells. Divine (Wisdom-based, all spells are known, spell slots must be filled with specific spells, spell failure from armor is ignored). ABILITIES: 1: 1st Favored Enemy - The ranger gains a +1 bonus to any damage delivered to their favored enemy. They also receives a +1 bonus on listen, spot, and taunt checks against the favored enemy. Every new favored enemy choice improves these bonuses by +1 but do not stack with harper scout levels (whichever class chose the feat determines the bonus provided) Dual-Wield - Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits. Trackless Step - The ranger grants a +4 competence bonus to hide and move silently checks when in wilderness areas. 3: Toughness 4: Animal Companion - The ranger selects an animal companion that they can summon once per day. The abilities and statistics improve as levels of all classes who use animal companions improve. 5: 2nd Favored Enemy 9: Improved Two-Weapon Fighting Evasion 10: 3rd Favored Enemy 15: 4th Favored Enemy 17: Hide in Plain Sight 20: 5th Favored Enemy EPIC LEVELS: You move with deadly grace and keen mind through the natural world. The epic ranger is both a protector and a hunter and your powers reflect this. Hit Die: d10 Skill Points at Each Additional Level: 4+ Int Modifier Bonus Feats: The epic ranger gains a bonus feat every three levels after 20th Epic Ranger Bonus Feats List: Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved Combat Casting, Perfect Health. |