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<blockquote data-quote="Dr. Zoom" data-source="post: 7747" data-attributes="member: 409"><p>Nice work, Archmage. I am an avid fan of rangers, and I have used a couple different alt.rangers so far. Here are my suggestions.</p><p></p><p>Favored Enemy: I would make the number of times per day either 1 or 3 plus wisdom bonus (if any). That way there is a differance between rangers who have no wisdom bonus and those who do. I favor 3 plus wisdom bonus. That means any ranger can use his primary ability at least 3 times per day, and it emulates nicely the turn undead ability. You could even create a feat that increases the number of times per day the ranger can use this ability, similar to the extra turning feat.</p><p></p><p>Also, I would keep the progression the same as in the PHB. IOW, +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. This is my favorite part of your alt. ranger. I may consider playtesting it in my game.</p><p></p><p>Toughness: I would scrap this. Keep the free Track feat at first level. This is the other staple of the class.</p><p></p><p>Favored Combat Style: I think 6 bonus combat feats is too many. If you want to keep this ability, I suggest letting them get 1A at first level and the rest at every other level so the progression is 1, 3, 5, 7, 9, & 11. Also, switch Quick Draw and Two Weapon Fighting in style #1.</p><p></p><p>My suggestion is to scrap the favored combat style and keep the virtual Ambidexterity and TWF and allow the player the option of foregoing these for one and only one feat. This is what I do in my game and it is working well. Also, consider giving the ranger a free skill focus (allow Alertness as one of the choices) three or four times throughout their career (the number and at which level is up to you). This is a good way to allow the ranger to excel even more with his skills, which is what rangers should do, without intruding into the fighter's territory of bonus combat feats.</p><p></p><p>Spirited Stride: Scrap this. This is the fast movement ability. Leave it to the barbarians and monks.</p><p></p><p>Woodland Stride: Scrap this, too. Rangers are not druids.</p><p></p><p>Natural Healing: Scrap this. 12th level rangers already have access to cure light and cure moderate wounds. Perhaps add Goodberry or Cure Minor Wounds to the first level spell list for some added healing ability. They might also purchase some healing salve (50gp, cures 1d8 hit points). This is found in Tome & Blood.</p><p></p><p>Spring Attack: Yep, scrap this one as well. Let the ranger get it normally if he wants it.</p><p></p><p>Spells: They should remain divine because wisdom determines max spell level and DCs. This meshes well with your favored enemy number of uses per day being based on the wisdom bonus. Perhaps add Goodberry to the first level spell list, as suggested earlier. I also suggest using Monte Cook's The Ranger Revisited's spell progression chart. Essentially it gives access to the higher level spells a level early (7, 10, and 13).</p></blockquote><p></p>
[QUOTE="Dr. Zoom, post: 7747, member: 409"] Nice work, Archmage. I am an avid fan of rangers, and I have used a couple different alt.rangers so far. Here are my suggestions. Favored Enemy: I would make the number of times per day either 1 or 3 plus wisdom bonus (if any). That way there is a differance between rangers who have no wisdom bonus and those who do. I favor 3 plus wisdom bonus. That means any ranger can use his primary ability at least 3 times per day, and it emulates nicely the turn undead ability. You could even create a feat that increases the number of times per day the ranger can use this ability, similar to the extra turning feat. Also, I would keep the progression the same as in the PHB. IOW, +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. This is my favorite part of your alt. ranger. I may consider playtesting it in my game. Toughness: I would scrap this. Keep the free Track feat at first level. This is the other staple of the class. Favored Combat Style: I think 6 bonus combat feats is too many. If you want to keep this ability, I suggest letting them get 1A at first level and the rest at every other level so the progression is 1, 3, 5, 7, 9, & 11. Also, switch Quick Draw and Two Weapon Fighting in style #1. My suggestion is to scrap the favored combat style and keep the virtual Ambidexterity and TWF and allow the player the option of foregoing these for one and only one feat. This is what I do in my game and it is working well. Also, consider giving the ranger a free skill focus (allow Alertness as one of the choices) three or four times throughout their career (the number and at which level is up to you). This is a good way to allow the ranger to excel even more with his skills, which is what rangers should do, without intruding into the fighter's territory of bonus combat feats. Spirited Stride: Scrap this. This is the fast movement ability. Leave it to the barbarians and monks. Woodland Stride: Scrap this, too. Rangers are not druids. Natural Healing: Scrap this. 12th level rangers already have access to cure light and cure moderate wounds. Perhaps add Goodberry or Cure Minor Wounds to the first level spell list for some added healing ability. They might also purchase some healing salve (50gp, cures 1d8 hit points). This is found in Tome & Blood. Spring Attack: Yep, scrap this one as well. Let the ranger get it normally if he wants it. Spells: They should remain divine because wisdom determines max spell level and DCs. This meshes well with your favored enemy number of uses per day being based on the wisdom bonus. Perhaps add Goodberry to the first level spell list, as suggested earlier. I also suggest using Monte Cook's The Ranger Revisited's spell progression chart. Essentially it gives access to the higher level spells a level early (7, 10, and 13). [/QUOTE]
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