Hi guys - how do you think these non-spellcasting Bard & Ranger classes stack up against the core 3.5e classes?
The Bard class loses spellcasting and gets better hit die, BAB & weapons. The Ranger class is heavily restructured (no spells, no animal companion etc), it is Feat based and gets lots of bonus feats along with d10 hit die and the 3.5e Ranger's 2 good saves & great skill list - I was worried this Ranger might be overpowered, it certainly seems better than the 3e Ranger but I guess balanced vs the 3.5e version?
1. Bard/Skald (Ea)
Hit Die: d8
BAB: 1/1
Good Saves: Ref, Will
Weapon Proficiency: All Martial & Simple
Armour Proficiency: Light armour, any shield except tower shield.
Class Skills:
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Abilities: Bardic Music - PHB pg 29
2. RANGER CLASS (Ea)
Normal Rangers on Ea, like the Blood Hand of Lord Alidarn, do not get spells, but are famed for both their wilderness skills and combat abilities.
Alignment: Any.
BAB: 1/1 Good Saves: Fort, Ref.
Hit Die: d10.
Skill Points: 6/level.
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), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Weapon & Armour Proficiency: Rangers are proficient with simple & martial weapons, light armour, and shields except tower shields.
At 1st level the Ranger gets the Track feat for free.
At 2nd level, 5th, 8th,11th, 14th, 17th & 20th the Ranger may choose 1 additional Feat from the following list:
Alertness,
Blind-Fight,
Combat Reflexes
Dodge (Dex. 13+)
(Mobility, Spring Attack),
Endurance,
Exotic Weapon Proficiency* (Base Attack Bonus +1 or higher),
Expertise (Int. 13+)
(Improved Disarm, Improved Trip),
Favored Enemy (+1 dmg etc vs favoured race, PHB pg 45, may be taken multiple times)
Great Fortitude,
Improved Initiative,
Improved Unarmed Strike
(Deflect Arrows (Dex. 13+)),
Iron Will,
Lightning Reflexes,
Mounted Combat (Ride skill)
(Mounted Archery, Trample, Ride-By Attack, Spirited Charge),
Point Blank Shot
(Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Quick Draw (BAB 1+),
Run,
Toughness,
Two-Weapon Fighting
(Improved Two-Weapon Fighting),
Weapon Finesse,
Weapon Focus
(Greater Weapon Focus BAB 8+)
The Bard class loses spellcasting and gets better hit die, BAB & weapons. The Ranger class is heavily restructured (no spells, no animal companion etc), it is Feat based and gets lots of bonus feats along with d10 hit die and the 3.5e Ranger's 2 good saves & great skill list - I was worried this Ranger might be overpowered, it certainly seems better than the 3e Ranger but I guess balanced vs the 3.5e version?
1. Bard/Skald (Ea)
Hit Die: d8
BAB: 1/1
Good Saves: Ref, Will
Weapon Proficiency: All Martial & Simple
Armour Proficiency: Light armour, any shield except tower shield.
Class Skills:
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Abilities: Bardic Music - PHB pg 29
2. RANGER CLASS (Ea)
Normal Rangers on Ea, like the Blood Hand of Lord Alidarn, do not get spells, but are famed for both their wilderness skills and combat abilities.
Alignment: Any.
BAB: 1/1 Good Saves: Fort, Ref.
Hit Die: d10.
Skill Points: 6/level.
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), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Weapon & Armour Proficiency: Rangers are proficient with simple & martial weapons, light armour, and shields except tower shields.
At 1st level the Ranger gets the Track feat for free.
At 2nd level, 5th, 8th,11th, 14th, 17th & 20th the Ranger may choose 1 additional Feat from the following list:
Alertness,
Blind-Fight,
Combat Reflexes
Dodge (Dex. 13+)
(Mobility, Spring Attack),
Endurance,
Exotic Weapon Proficiency* (Base Attack Bonus +1 or higher),
Expertise (Int. 13+)
(Improved Disarm, Improved Trip),
Favored Enemy (+1 dmg etc vs favoured race, PHB pg 45, may be taken multiple times)
Great Fortitude,
Improved Initiative,
Improved Unarmed Strike
(Deflect Arrows (Dex. 13+)),
Iron Will,
Lightning Reflexes,
Mounted Combat (Ride skill)
(Mounted Archery, Trample, Ride-By Attack, Spirited Charge),
Point Blank Shot
(Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Quick Draw (BAB 1+),
Run,
Toughness,
Two-Weapon Fighting
(Improved Two-Weapon Fighting),
Weapon Finesse,
Weapon Focus
(Greater Weapon Focus BAB 8+)