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General Tabletop Discussion
*Pathfinder & Starfinder
Air elemental ranger variant - advice?
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<blockquote data-quote="DamionW" data-source="post: 2726481" data-attributes="member: 18649"><p>So, as I was working on the Earth monk, I realized two things:</p><p></p><p>a) Air is the fastest element, but I don't picture them really hiding much with camouflage or HiPS</p><p>b) Earth is slow and deliberate, but blending in with their environment is a good tactic for the monks to ambush.</p><p></p><p>So the epiphany came to me to just swap those progressions. The windstalker should get the blazing fast speed boost the monk gets. Now my question is, how to balance that if I still want the Ranger to have access to martial weapons and armor. Part of the reason the speed boost worked for the monk is they had not much else going for them. They either needed to close in to use their unarmed strikes or they needed to flee their enemies.</p><p></p><p>So, what would I need to sacrifice to give the windrangers such a powerful ability as the fast movement progression. There's several routes I see:</p><p></p><p>1. Already the camo and HiPS go on the chopping block as the first step.</p><p>2. I could half the progression so that you only get 5' bonus every 3 levels, maxing out at +30'</p><p>3. Give the ranger an average BAB instead of good</p><p>4. Limit the selection of martial weapons they can use. For flavor reasons, I didn't picture them using axes or warhammers anyway, those are Fire and Earth weapons, respectively, so I was willing to shave down their weapon proficiency list.</p><p></p><p>It's a sticky balance question, but combined with the modified combat styles, I just picture these guys zooming across the plains, firing pop shots of arrows as they go or charging up to you in a whirl of blades. So, how do we go about it?</p></blockquote><p></p>
[QUOTE="DamionW, post: 2726481, member: 18649"] So, as I was working on the Earth monk, I realized two things: a) Air is the fastest element, but I don't picture them really hiding much with camouflage or HiPS b) Earth is slow and deliberate, but blending in with their environment is a good tactic for the monks to ambush. So the epiphany came to me to just swap those progressions. The windstalker should get the blazing fast speed boost the monk gets. Now my question is, how to balance that if I still want the Ranger to have access to martial weapons and armor. Part of the reason the speed boost worked for the monk is they had not much else going for them. They either needed to close in to use their unarmed strikes or they needed to flee their enemies. So, what would I need to sacrifice to give the windrangers such a powerful ability as the fast movement progression. There's several routes I see: 1. Already the camo and HiPS go on the chopping block as the first step. 2. I could half the progression so that you only get 5' bonus every 3 levels, maxing out at +30' 3. Give the ranger an average BAB instead of good 4. Limit the selection of martial weapons they can use. For flavor reasons, I didn't picture them using axes or warhammers anyway, those are Fire and Earth weapons, respectively, so I was willing to shave down their weapon proficiency list. It's a sticky balance question, but combined with the modified combat styles, I just picture these guys zooming across the plains, firing pop shots of arrows as they go or charging up to you in a whirl of blades. So, how do we go about it? [/QUOTE]
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Air elemental ranger variant - advice?
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