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Classes

Basic Features

Base Attack: 1

Base Caster: 3/4          Base Manifester: ½

Base Saves: Good Fortitude / Good Reflex / Poor Will

Hit-Die: D10 (7)

Skill Points: 6 (Acrobatics, Arcana, Athletics, Biology, Combat Awareness, Engineering, Escape, Geo, Listen, Sense Motive, Sociology, Spot, Stealth, Survival)

Weapon Proficiency: Martial

Weapon Group Training: Any 6

Combat Proficiency: Disarm, Feint, Trip

Armor Proficiency: Light & Basic

Initiative: Dex (or Wis starting at CL5)

Key Attribute Score: Wisdom

Ranger Spell List

Ranger Spells

Level Progression

Fort Ref Will Fort Ref Will
01 Combat Style, Favored Enemy +1, Home Turf +2 +2 +0 11 Home away from Home, Quickstep +7 +7 +3
02 Bonus Feat, Fast Movement, Wild Empathy +3 +3 +0 12 Bonus Feat, Striker 2 +8 +8 +4
03 Evasion 6, Swift Tracker +3 +3 +1 13 Expanded Hunt, Evasion 18, Favored Striker +2 +8 +8 +4
04 Striker 1, Sudden Crirical +1, Woodland Stride +4 +4 +1 14 Hide in Plain Sight, Sudden Critical +3 +9 +9 +4
05 Favored Enemy +2, Trackless Step +4 +4 +1 15 Favored Enemy +4, Uncanny Awareness +9 +9 +5
06 Camouflage, Uncanny Dodge +5 +5 +2 16 Favored Spell Power +10 +10 +5
07 Bonus Feat, Expanded Hunt, Uncanny Timing +5 +5 +2 17 Bonus Feat, Uncanny Accuracy +10 +10 +5
08 Evasion 12, Sense Enemy +6 +6 +2 18 Evasion 24, Fasterer Movement, Favored Deathstrike +11 +11 +6
09 Favored Striker +1, Sudden Critical +2 +6 +6 +3 19 Doublestep, Expanded Hunt, Sudden Critical +4 +11 +11 +6
10 Faster Movement, Favored Enemy +3 +7 +7 +3 20 Favored Enemy +5, Striker 3, Uncanny Speed +12 +12 +6

Spell Progression

.

Lv 0th circle 1st circle 2nd circle 3rd circle 4th circle
2 1 n/a n/a

n/a

n/a
3 1 n/a n/a n/a n/a
4 1 n/a n/a n/a n/a
5 2 1 n/a n/a n/a
6 2 1 n/a n/a n/a
7 2 1 n/a n/a n/a
8 3 2 1 n/a n/a
9 3 2 1 n/a n/a
10 3 2 1 n/a n/a
11 4 3 2 1 n/a
12 4 3 2 1 n/a
13 4 3 2 1 n/a
14 5 4 3 2 1
15 5 4 3 2 1
16 5 4 3 2 1
17 6 5 4 3 2
18 6 5 4 3 2
19 6 5 4 3 2
20 7 6 5 4 3


Spells

Learning Spells: The Ranger knows all Ranger spells of circles they have slots for.

Spell Preparation: Each dawn or dusk, if the Ranger did not prepare spells at the previous dusk or dawn, they may meditate for 30 minutes & make a Concentration check (DC 10 + 3x the highest {C} refreshed); the Ranger gains a +6 bonus on this check while in a natural setting, & a stacking +2 bonus for every additional 10 minutes they meditate. When complete, the Ranger refreshes their daily spell slots, then prepares a spell for each slot they have, up to that slot's circle.

Casting Spells: To cast a Ranger spell they have prepared, the Ranger must expend the spell's slot, also expending the action noted in the spell's Cast Time & providing its listed components.

Metamagic: While preparing spells, the Ranger may add the circle adjustment from a Metamagic feat they know to a spell's circle to determine the slot needed to prepare that spell; when casting a spell prepared this way, they apply the Metamagic feat's effects.

Class Features

Combat Style:

The Ranger chooses a style: at CL 1, 6, 11, & 16, they gain a feat from that style's list.

Archery: Far Shot, Greater Precise Shot, Improved Precise Shot, Manyshot, Precise Shot, Rapid Shot

Dual Wielding: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defense, Two Weapon Pounce, Two Weapon Rend, Two Weapon Whirlwind

Restraint: Combat Proficiency, Improved Disarm, Improved Grapple, Improved Sunder, Improved Trip, Improved Unarmed Strike

Sniper: Greater Precise Shot, Improved Precise Shot, Precise Shot, Rapid Reload, Shot on the Run, Sniper

Surprise: Bounding Assault, Combat Reflexes, Improved Initiative, Rapid Blitz, Short Haft, Spring Attack

Favored Enemy:

Choose a creature type: Aberration, Beast, Construct, Dragon, Fey, Humanoid (choose a subgroup: Exotic, Giant, Goblinoid, Human, Savage, or Squat), Outsider, or Undead. 

Basic: The Ranger applies their Favored Enemy bonus as: competence to Knowledge & Social checks relating to Enemies, competence on attack & weapon damage rolls against Enemies, dodge to defense against attacks made by Enemies, & morale on saves against effects generated by Enemies.

Expand the Hunt: Choose an additional creature type. The Ranger applies their Favored Enemy benefits to such creatures, at ½ effectiveness.

Sense Enemy: The Ranger may expend a standard action to detect the presence & type of Enemies within ½CLsq.

Favored Striker: When attacking an Enemy, increase the Ranger's Striker number by the listed value.

Favored Spell Power: The Ranger’s spells ignore the SR of Enemies. Enemies have disadvantage on saves against the Ranger’s spells. The Ranger has advantage on spell attack rolls against Enemies. The Ranger has SR against spells cast by Enemies.

Favored Deathstrike: Choose a physical ability. When the Ranger hits an Enemy with a critical weapon attack, the Enemy takes 1d6 ability burn to that ability (Fortitude ½ DC10+½CL+Wis). The Ranger's critical threat range increases by 2 when attacking Enemies.

Home Turf:

Select a standard type of terrain that matches the Ranger's home (aquatic, desert, forest, marsh, mountain, plains, subterranean, or urban). The Ranger gains a +2 competence bonus on Acrobatics, Athletics, Diplomacy, Initiative, Stealth, and Will while in that terrain, and they gain the appropriate Survival trick for that terrain.

Home away from Home: Select a second terrain type; the Ranger gains ½ their Home Turf bonus while in that terrain.

Bonus Feat:

Choose from the following: Alertness, Endurance, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Run, Skill Focus (Survival), or Toughness.

Wild Empathy:

Functions as Diplomacy, except the Ranger rolls a D20 & adds CL+Cha, & Wild Empathy may only be used on creatures of Intelligence below 3. The Ranger takes a -4 penalty on their check if the creature is not [Wild].

Swift Tracker:

The Ranger takes no penalty on Survival checks for overland movement.

Striker:

The Ranger chooses Skirmish or Sneak Attack, & applies bonus damage dice equal to their Striker number on qualifying attacks.

Sudden Critical:

The Ranger may expend a swift action & choose a creature they are aware of; until their next turn, they increase their critical threat range by the listed value against that creature, & add that value to their confirmation rolls against it. If this feature is gained from another class, apply the aggregate of the bonuses.

Woodland Stride:

The Ranger may move though mundane plant growth at full speed, without suffering any damage or other impairment.

Trackless Step:

The Ranger adds CL to the DC to track them.

Camouflage:

The Ranger may use the Stealth skill in natural terrain without having cover or concealment (though they must spend a turn action to modify their clothing to match a terrain type).

Uncanny Timing:

When the Ranger rolls Initiative, if the die roll is less than their Wis, they may reroll it; they must keep the new result.

Quickstep:

Once each round, the Ranger may move 1sq as a free action.

Doublestep: The Ranger may use Quickstep twice each round.

Hide in Plain Sight:

The Ranger may make Stealth checks while observed. They must still have cover or concealment, even if they would otherwise not need to.

Uncanny Awareness: 

The Ranger gains Blindsense 1sq.

Uncanny Accuracy:

When making an attack against a target with concealment or total concealment, the Ranger may make a Combat Awareness check (DC 10 + target's BA) to ignore any penalties or miss chance from that concealment. The Ranger may choose to re-roll a miss chance percentile 1/round.

Uncanny Speed:

While beginning Initiative, the Ranger may expend a Surprise! immediate action to gain a move action. They move at ½ speed during this action. Creatures with a lower Initiative have disadvantage on Perception checks made during this movement.


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