Author Topic: Base Class: Ranger  (Read 6036 times)

Offline sirpercival

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Base Class: Ranger
« on: October 26, 2012, 10:54:48 AM »
RANGER



"Eventually, anyone of any value is hunted by one enemy or another.  It's an inevitability.  The trick is to be the one doing the hunting, rather than the other way around."
- Dugan Molthe, ranger

A Ranger and his companion enjoy tearing their enemies to pieces.

MAKING A RANGER
TBA...
Abilities: TBA...
Races: TBA...
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.

Class Skills (6+Int): 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), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Hit Dice: d8

BaseFortRefWill
      ----Maneuvers----     
LevelAttack BonusSaveSaveSaveSpecialKnownReadiedStances
1st+1+2+2+0Animal companion, combat style, Track, wild empathy33 (2)1
2nd+2+3+3+0Favored plane (minor)43 (2)1
3rd+3+3+3+1Endurance53 (2)1
4th+4+4+4+1Woodland stride54 (2)1
5th+5+4+4+1Favored plane64 (2)2
6th+6/+1+5+5+2Surefooted, trained for war64 (2)2
7th+7/+2+5+5+2Swift tracker74 (2)2
8th+8/+3+6+6+2Favored plane (advanced)74 (2)2
9th+9/+4+6+6+3Evasion84 (2)3
10th+10/+5+7+7+3Trackless step85 (3)3
11th+11/+6/+1+7+7+3Favored plane95 (3)3
12th+12/+7/+2+8+8+4Good breeding95 (3)3
13th+13/+8/+3+8+8+4Camouflage105 (3)3
14th+14/+9/+4+9+9+4Favored plane (major)105 (3)3
15th+15/+10/+5+9+9+5Improved evasion116 (3)4
16th+16/+11/+6/+1+10+10+5Hide in plain sight116 (3)4
17th+17/+12/+7/+2+10+10+5Favored plane126 (3)4
18th+18/+13/+8/+3+11+11+6Primal awakening126 (3)4
19th+19/+14/+9/+4+11+11+6Consummate hunter136 (3)4
20th+20/+15/+10/+5+12+12+6Favored plane, stance mastery137 (4)4

Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below).  At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion.  At first level, the Ranger is granted 2 readied maneuvers at the beginning of each encounter, chosen randomly from among his readied maneuvers. This increases to 3 maneuvers at 10th level, and to 4 maneuvers at 20th level.  The save DC of a ranger maneuver is always 10 + maneuver level + your Wis modifier, regardless of the maneuver's normal DC; when your companion initiates a maneuver, the DC is as if you initiated the maneuver.

Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion.  If the ranger (or the companion) recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the companion) until after it is expended once more.  Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger.  Likewise, if the companion recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the ranger) until after it is expended once more.

Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended, and do not become withheld until they can be granted.  Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Animal companion (Ex): A ranger may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.  This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

A 1st-level ranger's companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. A ranger's effective level for the purposes of his animal companion is either his ranger level (including effects that modify his effective ranger level) or his initiator level (including effects that modify his effective initiator level), whichever is greater.  If a ranger releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours. 

A ranger of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger's effective level to 0 or lower, she can’t have that animal as a companion.)

Combat style: A ranger is a versatile warrior who has a number of different options in combat. At 1st level, a ranger chooses one martial discipline from each of the following categories; he may only learn maneuvers gained from his ranger class levels from these disciplines.  If the key skill of any of the chosen disciplines is not on the ranger class skill list, he gains that skill as a class skill.


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 made towards a person. The ranger rolls 1d20 and adds his ranger level and Charisma modifier to determine the wild empathy check result.  The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".

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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.  A 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.

Favored Plane (Ex): A ranger trains himself vigorously to withstand the denizens and environments of certain planes, hereafter referred to as favored planes. At 2nd level, and every three levels after, he may choose a favored plane from the list below, granting benefits based on his class level and the plane selected.  Despite the implications of the name, the benefits of choosing a favored plane are not only applicable when the ranger is on the chosen plane; instead, his experience fighting in certain environments aids the ranger in other situations. Favored plane benefits are divided into three categories: minor (accessible starting at level 2), advanced (level 8), and major (level 14). Once a new tier of benefits is unlocked, those benefits are gained for every favored plane the ranger has, including those selected after that tier is unlocked.

In addition to the other benefits of a favored plane, the ranger gains a +2 bonus on Survival checks when on that plane, and can spend a move action at any time to gain the benefit of the avoid planar effects spell for a number of rounds equal to his Wisdom modifier when on one of his favored planes.

(click to show/hide)

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Woodland Stride (Ex): Starting at 4th 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.
 
Trained for war: At 6th level, a ranger's animal companion gains the Warbeast template.

Surefooted (Ex): Beginning at 6th level, a ranger is well acquainted with the dangers of unstable ground.  He no longer takes any penalty to Hide, Move Silently, or Tumble checks from broken terrain or stairs.  He also does not need to make a DC 10 Balance check when running or charging down a steep slope.

Swift tracker (Ex): At 7th 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.  In addition, whenever the ranger uses Aid Another to aid his animal companion in tracking, the animal companion gains the benefit of this ability as well.

Evasion (Ex): Beginning 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 not wearing heavy armor. A helpless ranger does not gain the benefit of evasion.

Trackless step (Ex): Starting at 10th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Good breeding: At 12th level, a ranger's animal companion gains the magebred animal template.

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.

Improved evasion (Ex): At 15th level, while a ranger still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Hide in plain sight (Ex): While in any sort of natural terrain, a ranger of 16th level or higher can use the Hide skill even while being observed.

Primal awakening: At 18th level, a ranger's animal companion gains the Feral template (Savage Species pg 115).

Consummate hunter (Ex): Beginning at 19th level, whenever a ranger initiates a maneuver while on one of his favored planes, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion.  The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the ranger when the companion initiates a maneuver while on one of the ranger's favored planes.

Stance mastery (Ex): At 20th level, a ranger can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

RANGERS IN THE WORLD
Quoteness
-quoterie
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Notables
 Organizations: Organizations

NPC Reaction
 Reactions
« Last Edit: August 18, 2013, 10:59:23 AM by sirpercival »
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Offline sirpercival

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Re: Base Class: Ranger
« Reply #1 on: October 26, 2012, 10:55:47 AM »
The Ranger's Animal Companion
A ranger's animal companion is different from a normal animal of its kind in many ways. A ranger's animal companion is superior to a normal animal of its kind and has special powers, as described below.


Initiator
Level

Bonus
HD
Natural
Armor
Adj.

Str/Dex
Adj.

Bonus
Tricks


Special
1st-2nd+0+0+01Link, share stance
3rd-5th+2+2+12Evasion
6th-8th+4+4+23Devotion
9th-11th+6+6+34Multiattack
12th-14th+8+8+45    --
15th-17th+10+10+56Improved evasion
18th-20th+12+12+67 --

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.
  • Initiator Level -- The character’s intiator level.
  • Bonus HD -- Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to 3/4 of the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adj. -- The number noted here is an improvement to the animal companion’s existing natural armor bonus.
  • Str/Dex Adj. -- Add this value to the animal companion’s Strength and Dexterity scores.
  • Bonus Tricks -- The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Animal Affinity skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.
  • Link (Ex) -- A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Animal Affinity skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
  • Share Stance (Ex) -- At the ranger option, he may have any stance he enters also affect his animal companion, whenever the companion is within 5 feet.
  • Evasion (Ex) -- If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
  • Devotion (Ex) -- An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Multiattack -- An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
  • Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions
(click to show/hide)



Favored Terrain ACF
« Last Edit: October 26, 2012, 11:52:49 AM by sirpercival »
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Offline Garryl

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Re: Base Class: Ranger
« Reply #2 on: October 26, 2012, 11:15:47 AM »
Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below).  At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. 

Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion.  Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger. 

Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended.  Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Text should indicate what the "subset" of maneuvers are granted to the Ranger is.

If you recover a maneuver after expending it but before it transfers over, it shouldn't become withheld to you and granted to your companion (and vice-versa). If you are trying to grant multiple maneuvers in a round, those that aren't granted should remain expended, but not be withheld from the Ranger/companion who used it.

Offline Prime32

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Re: Base Class: Ranger
« Reply #3 on: October 26, 2012, 11:25:55 AM »
I really liked how the Tome Ranger handled favoured enemies - instead of gaining bonuses against a creature type, you gain an ability which is useful against their common attack forms (eg. FE:Dragon gives you evasion as a counter against breath weapons). Have you thought of doing anything along those lines?

Offline sirpercival

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Re: Base Class: Ranger
« Reply #4 on: October 26, 2012, 11:33:15 AM »
Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below).  At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. 

Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion.  Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger. 

Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended.  Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Text should indicate what the "subset" of maneuvers are granted to the Ranger is.
What do you mean?

Quote
If you recover a maneuver after expending it but before it transfers over, it shouldn't become withheld to you and granted to your companion (and vice-versa). If you are trying to grant multiple maneuvers in a round, those that aren't granted should remain expended, but not be withheld from the Ranger/companion who used it.
I'm not... exactly sure what you're saying.  Do you have a wording suggestion? (Maybe then I'll get it. lol.)
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Offline Garryl

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Re: Base Class: Ranger
« Reply #5 on: October 26, 2012, 12:36:40 PM »
Should also say somewhere what happens to a Ranger without a companion. Probably just can't recover his maneuvers since the companion can't expend them, I guess?

Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below).  At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. 

Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion.  Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger. 

Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended.  Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

Text should indicate what the "subset" of maneuvers are granted to the Ranger is.
What do you mean?

How many maneuvers? The table says, sort of, if you read the designer's mind, as nothing explains what the number in brackets actually means.

Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below).  At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. At first level, the Ranger is granted 2 readied maneuvers at the beginning of each encounter, chosen randomly from among his readied maneuvers. This increases to 3 maneuvers at 10th level, and to 4 maneuvers at 20th level.

Quote
Quote
If you recover a maneuver after expending it but before it transfers over, it shouldn't become withheld to you and granted to your companion (and vice-versa). If you are trying to grant multiple maneuvers in a round, those that aren't granted should remain expended, but not be withheld from the Ranger/companion who used it.
I'm not... exactly sure what you're saying.  Do you have a wording suggestion? (Maybe then I'll get it. lol.)

Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion. If the ranger (or the companion) recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the companion) until after it is expended once more. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger. Likewise, if the companion recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the ranger) until after it is expended once more.

Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended, and do not become withheld until they can be granted. Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.
« Last Edit: October 26, 2012, 12:39:06 PM by Garryl »

Offline sirpercival

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Re: Base Class: Ranger
« Reply #6 on: October 26, 2012, 12:47:25 PM »
How's that?
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Offline Garryl

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Re: Base Class: Ranger
« Reply #7 on: October 26, 2012, 01:54:43 PM »
Favored Enemy: Going Tome style here, I see? The +1d6/3 damage levels seems a little excessive on a class that's already quite combat-competent. I'd list the abilities by enemy type first and tier second, not the other way around. That makes it easier to see what you're getting when you make your choice. I'd also recommend tightening up the wording, as this section is written noticeably less professionally than the rest of the class.
   While these abilities are interesting, getting 21 of them over the course of this class is excessive, especially on top of a full 20 levels-worth of existing class features. A lot of them seem to step on the design space that maneuvers cover, too.

- Aberration (major): Don't target anyone within close range of you with a mind-affecting effect or it'll be negated and rebound on the caster. Gotcha.
- Construct (minor): Why only ignore the hardness of constructs and not all creatures?
- Construct (major): Change the last sentence to "This effect does not stack" instead. The current version prevents multiple attacks at different times during the same round extending the duration to 1 round after the latest attack.
- Dragon (minor): This is redundant at 9th level, when you also gain evasion (a better version that also works in medium armor for some reason, to boot).
- Dragon (major): Immune to any effect that allows a Reflex save. Um... Seems a bit too extensive, I feel.
- Elemental (minor, major): This only seems to work with fire damage, as air, earth, and water are not damage types.
- Elemental (major): Effective immunity to all forms of energy damage feels a bit much to me, although it is tempered by the fact that you're only immune to one at a time, but then you pick which one as an immediate action, so...
- Fey (major): Define "detect", please. Do you just pinpoint them? Is it like blindsight? Do you just know how many and their approximate direction? Or what?
- Giant (minor): This is really inconsistent as some combat maneuvers give a modifiers to both combatants based on their respective sizes, and some only to the larger based on relative size. For the anything that gives modifiers based on the combatants sizes (independent of each other), if you're Colossal, that means you have an effective +16 bonus on such opposed checks against creatures of all sizes. If you're Small, you're still stuck at -4, even against opponents whose size boosts you negate. If you're Fine, this ability will never do anything for you, ever (4 sizes higher is Medium, which still has only a +0 modifier).
(click to show/hide)
- Giant (advanced): Is this supposed to only add damage against your favored enemies? It's unclear.
- Giant (major): See Giant (minor).
- Humanoid (advanced): That's fucking ridiculous.
- Humanoid (major): Woo, yeah, SoD at will, awesome... That was sarcasm.
- Magical Beast (advanced): Define "disrupt", please. Does this ability mean you can't deal nonlethal damage to regenerating creatures? Why not just say all of your attacks bypass regeneration, regardless of what forms of attack are normally required (if any). Barring the Tarrasque, I don't really see the connection, especially with the iconic regenerators, Trolls, being giants, and many of the more annoying regenerators being outsiders.
- Ooze (minor): What does not having to make saves actually mean, especially when dealing with effects that aren't negated on a successful save?
- Ooze (advanced): What if they enter your space in such a way that they don't provoke an AoO?
- Ooze (major): Blindsight still ignores concealment, and tremorsense and other pinpoint-only senses still leave the attacker facing total concealment, so I don't see what this is supposed to do.
- Outsider (advanced): This seems a rather excessive dispelling effect. Mostly the attack roll as dispel check, as ACs (what you need to roll to hit to trigger the effect) are generally higher than 11+CL, and attack rolls have a reputation for outpacing even that. Plus, since you use a single result for use against every spell targeting the creature, it's ridiculously binary.
- Plant (advanced): Why are you suddenly changing the rules for burning? Is this hp loss at least fire damage? Why is it based on the target's HD?

... and now I remember why I hate Tome.
Damn, are these abilities inconsistent in their power.

Offline sirpercival

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Re: Base Class: Ranger
« Reply #8 on: October 26, 2012, 02:03:25 PM »
Yeah, at the moment these are copied nearly verbatim from the Tome Ranger.  I'll be going through to edit them (for balance) and add some Favored Terrain options when I have more time.
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Offline phaedrusxy

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Re: Base Class: Ranger
« Reply #9 on: October 26, 2012, 02:23:42 PM »
Dude... I love the Tome Ranger FE rules. I am very happy to see you using (some variant of) them here. :D But... did you really have to use a picture of Drizzt?  :banghead
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Offline sirpercival

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Re: Base Class: Ranger
« Reply #10 on: October 26, 2012, 02:26:09 PM »
Lol.  I never read those books, so I didn't realize it was drizzt.  But it's a pretty cool picture, no?
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Offline Garryl

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Re: Base Class: Ranger
« Reply #11 on: October 26, 2012, 02:52:02 PM »
Lol.  I never read those books, so I didn't realize it was drizzt.  But it's a pretty cool picture, no?

He looks stiff and a little dazed.

There's an easy way to tell if a picture is Drizzt.
- Dark-skinned Elf.
- White hair.
- Two scimitars.
- Panther.
Pick any three.

Offline phaedrusxy

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Re: Base Class: Ranger
« Reply #12 on: October 26, 2012, 02:56:39 PM »
How about this as a replacement?

I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline sirpercival

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Re: Base Class: Ranger
« Reply #13 on: October 26, 2012, 06:40:37 PM »
Changed the picture.

Lol.  I never read those books, so I didn't realize it was drizzt.  But it's a pretty cool picture, no?

He looks stiff and a little dazed.

There's an easy way to tell if a picture is Drizzt.
- Dark-skinned Elf.
- White hair.
- Two scimitars.
- Panther.
Pick any three.
So a panther with white hair wielding two scimitars is Drizzt?
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Offline samnemath

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Re: Base Class: Ranger
« Reply #14 on: October 27, 2012, 03:31:55 AM »
LOL. No. Having a black panther animal companion does though.

Edit: I am partial to these two images for rangers.

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« Last Edit: October 27, 2012, 03:43:10 AM by samnemath »

Offline BeldakSerpenthelm

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Re: Base Class: Ranger
« Reply #15 on: August 29, 2013, 10:09:53 AM »
Since the Favored Planes still need Major abilities in addition to the Minor and Advanced, I think I'll start here.


Abyss
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Acheron
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Arcadia
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Baator
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Bytopia
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Carceri
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Gehenna
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Pandemonium
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Ysgard
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