True Ranger
"Rangers are often stereotyped as wild frontiersmen and are thought of as woodland hunters of deadly prey, skilled in wilderness lore. This is not, however, true of all rangers and others are more at home within ancient ruins, vast deserts, caverns of the Underdark, or city sewers. The stereotype is not without merit, however, and many rangers fit the image of cunning hunters and protectors of forests or other wildlands. These rangers see themselves as the enemies of nature's enemies and have a special affinity for barbarians and druids, who often share similar goals. As their aspirations may differ so do rangers' backgrounds, some coming from special military training while others learn under solitary mentors who vest them with lessons on how to survive in places where few of the civilized races care to tread. Whether through military or personal training, all rangers are fairly self-reliant and as much, if not more, at home in the wild as they are in a bustling city.
Most rangers worship gods of the wilderness, such as Mielikki or Silvanus, which grant their followers a limited amount of divine spells, as long as they retain a good alignment and doesn't intentionally commits an evil act. The most famous of all Toril's rangers is by far the legendary drow Drizzt Do'Urden.
Rangers can be useful scouts, but they can also be deadly fighters, capable of holding their own against many foes with their skill in dual weapon melee combat. Generally, they prefer to be lightly armored, as it allows them more agility and use of their reflexes then heavier armor makes possible."
Class Features:
- Rolls d10 for hit points.
- Can use all types of armor.
- Can specialize (++) in any weapon proficiency.
- Charm Animal/Animal Empathy
- Racial Enemy (+4 to hit vs. a selected foe)
- Stealth
- At 1st level, the ranger gets two points in two-weapon fighting style.
- At 4th level, can cast 1st level druid spells. Ranger's casting ability slowly increases up to allowing him to cast 4th level spells.
- At 7th level, the ranger gains an additional half attack per round. This increases to a whole attack per round bonus at 13th level.
Notes:
If we compare this class to the Fighter one we may say Grand Mastery has been traded for stealthing abilities, limited spellcasting capabilities, and a few rather small features like Racial Enemy and Charm Animal.
- Casting Ability: without SR this probably wasn't too great, but I'm quite sure SR makes it much more interesting. Should we allow Rangers to reach 4th level spells as their cousins paladins? Is the current progression fine or should we allow spellcasting a little earlier?
- Animal Empathy: I'll simply revise the Charm Animal ability to be more effective, increasing its effectiveness as the ranger gains levels. Anyway this ability surely can't become really useful within BG.
- Racial Enemy: there's little I can do about this. I like Refinements HLA which improves it though, I'll surely keep it in an eventual KR's HLA table for rangers.
- Stealth: it was somewhat capped in vanilla because it couldn't be used with armors heavier than light, but I assume KR players will use either Tweak Pack or IR to allow Rangers to perform scouting duties at least in medium armor, making them a sort of slightly more armored scouts. Speaking of this, am I the only one who'd limit them to medium armors? Rangers should rely on agility and endurance for scouting, and full plate mails doesn't seem to fit this role imo.
- if we want to add a unique feature I'd say it should be tied somewhat to ranger's agility or endurance.
Archer
"The archers are rangers trained to become the pinnacles of archery and are typically imagined as unrivaled in the use of bows. Calm in the heart of battle, archers rarely miss and and their arrows are quite often lethal. Unlike other rangers who generally prefer to take their quarry on in a melee, archer rangers prefer to hunt from afar, resorting only to close combat when ranged attacks are no longer practical. Archers often are lone hunters, but they commonly work with others as well because working with allies allows the archer to take tactical advantage of their combined efforts. While archers are common among both humans and elves, sylvan archers are well-known for their almost artistic dedication to archery and though other rangers may be similarly skilled in the use of a bow few are as graceful and beautiful in their use of it as a sylvan archer.
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult, but to become so skilled with the bow, the archer has to sacrifice his training with melee weapons. He is also more nimble and less armored than most fellow rangers, focusing on mobility, finesse and delicate skill over brutal power in a fight."
Advantages:
- Can achieve grandmastery (+++++) in bows
- At 1st level gains +1 to hit and damage with any missile weapon, and an additional +1 every other 4 levels (up to +5 at 17th level)
- Can make a Called Shot once per day for every 4 levels, starting with one use at level one.
When this ability is activated, any shot made within the next 2 rounds is made at -4 penalty to attack rolls, but is augmented in the following manner (according to the level of the archer):
1st level: -1 to target's AC for x rounds -- Sunder
4th level: target's movement rate is halved for x rounds -- Hamstring
8th level: target cannot attack for 1-2 rounds -- Disarm
12th level: knockdown/stun target for 1 round -- Trip/Headshot
Disadvantages:
- Can only become proficient (+) in melee weapons (including those that can also be used as missile weapons.)
- Can only become specialized (++) in non-bow missile weapons (ie darts and slings.)
- Cannot wear armor heavier than light.
- Cannot use shields.
- No Charm Animal ability.
Notes:
This class and bow-armed characters in general can be somewhat overpowered at low levels within BG1 but IR tries to rectify this (a full in-depth discussion on this can be found here).
- the progression of hit/damage bonuses with ranged weapons has been slightly changed to take into account BG1 low levels.
- archer is not proficient in shields anymore.
- Called Shot has been revised (and still need to be refined) to work more similarly to PnP (e.g. adding -4 penalty to attack rolls).
Stalker
"At first glance, these soft-spoken, rather nondescript characters seem hopelessly out of place in most adventuring parties, looking instead like a town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Few realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it. Stalkers serve as spies, informants, and scouts. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle, always ready and prepared to take the action if necessary.
Advanced senses, swift strikes, surprise, and cunning are the key weapons of a Stalker. His fighting skills, combined with his mastery of stealth makes him a deadly opponent. Even his spellcasting abilities are particularly tailored to fit his necessities, allowing an experienced stalker to disappear in plain sight and avoid detection through magical means."
Advantages:
- +20% to stealth ability
- +2 movement rate
- At 5th level can backstab with a x2 damage multiplier, which increases to x3 at 9th level, and x4 at 13th lvl.
- Has access to a limited number of arcane spells (True Strike, Invisibility, Non-detection, Improved Invisibility).
Disadvantages:
- Can only wield "weapons usable by thieves" (we should re-write this imo)
- Cannot wear armor heavier than light.
- Cannot use shields.
- No Charm Animal ability.
Notes:
- stalkers are now limited to use weapons suited to backstab.
- I've added a movement rate bonus to make the kit slightly more appealing at low levels.
- I've replaced vanilla's bonus spells (Haste, Minor Spell Turning, Protection from Missiles) with a list which imo is more approriate (True Strike, Invisibility, Non-detection, Improved Invisibility), and is distribuited amongst all the spell levels.
- vanilla's backstab progression (x2 at 9th lvl, x3 at 17th) has been heavily revised. An "early" x2 multiplier is essential to make the kit behave as it should within BG1 (else he cannot backstab till BG2), the higher x4 multiplier is there to make the Stalker competitive compared to a F/T which can get both x5 multiplier and grandmastery.
Beast Master
"Beast masters take their strength from a natural affinity with animals, and a primal bond with his animal companion. Through this bond, beast masters and their beast companion can communicate telepathically and become a formidable team, acting out as extensions of one another. Unlike most adventurers, the beast master does not command, train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, a beast master seldom stays in one place for long, nor is he comfortable in civilized lands.
Many beast masters take on a bear or similarly durable beast as their companion, others choose instead a panther or beast of similar cunning and stealth, but rarer and more exotic companions are also sometimes used. This generally reflects the beast master's attitude, as well as his approach when it comes to fight his enemies, but most beast masters focus on a spirit of coordinated action, and together with their companion they can carry out flanks and other advanced maneuvers all on their own. Animal companions learn beside the beast master, improving in capability as the ranger does, and developing their own abilities."
Advantages:
- Animal Companion (can choose between a bear and a panther)
- Animal Horde (can summon various packs of animals to help him)
Disadvantages:
- Cannot wear metal armors.
- Cannot use shields.
- Can only wield "weapons usable by druids" and bows.
Notes:
- I'm replacing vanilla's Find Familiar with a more appropriate animal companion (at the moment I'm implementing two possible companions, a bear and a panther).
- the bonus spells (Animal Summoning I/II/III) used as normal divine spells will be replaced by a similar innate ability.
- beastmaster can now use short bows and long bows.
Edited by Demivrgvs, 17 June 2013 - 06:31 AM.















