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Class variants: ranger, fighter, and others ("Class X" series)
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<blockquote data-quote="peterka99" data-source="post: 6667416" data-attributes="member: 6787234"><p><strong>Ranger</strong>... </p><p></p><p><strong>main features</strong></p><p></p><p>Studied Strike and Horde Tactics : I got the same comment with my scout post (see below): how to explain why you loose bonus to attack the orcs when switching to an ettin ? Your answer is: Concentration. Does the bonus work of alien races like abberations or undead ? The ranger knows all the enemy for long or get the bonus after studying it for a mere round ? +2 every round sounds like 13th age.</p><p></p><p>swap SS and wildcrafts. SS is too powerful for level 1 and wilfcraft replace favored enemy and natural explorer (favored terrain)... </p><p></p><p>I invite you to check and vampirize my scout version at <a href="http://www.enworld.org/forum/editpost.php?p=6635330&do=editpost" target="_blank">http://www.enworld.org/forum/editpost.php?p=6635330&do=editpost</a>, or the older one from december (multi-classed as the Swashbuckler and muskeeter). Use WIS instead of INT... </p><p></p><p>tracking higher features </p><p></p><p>level 11th: reconnaissance: You are proficient with cartographer’s tool. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc). Not tracking, but ranger themed...</p><p></p><p>15th: See Princess Bride <a href="http://www.imdb.com/character/ch0003787/?ref_=tt_cl_t3" target="_blank">Prince Humperdinck</a>. You can get "know your enemy" info from tracking analysis.</p><p></p><p>wilderness lore... no idea, since you render favored terrain an optional wildcraft. Maybe just leave Natural explorer as is since it is a fair ability per se... Maybe expertise in nature and survival ?</p><p></p><p></p><p><strong>Borderland guard</strong>: Defensive camp is too situational and underpowered. The PHB ranger has more powerful defensive tactics, but only slightly. The (cover) bonus may apply also to any battlefield scene set up by the Guard. Also, the guard set traps and alarms.. Setting time: 10 minutes as a ritual ?</p><p></p><p>"For duty and honor" 11th level: Horde tactics applied to the entire party as you teach others the trick?</p><p> +2 a round, Damage limit: intelligence modifier, min +1.</p><p>Only a mage or a mystic will have high Int, so not Op. </p><p></p><p>The issue is about concentration requirement for the recipicients and origin: mundande or magical ? maybe: the trigger should be: skirmish use, lasts 1 minute ? Then INT mod will be too low and WIS will be better (still without proficieny bonus otherwise too OP).</p><p></p><p>Evasion feature is a no-brainer as level 15 for both guard and scout sub-classes. You don't have to rewrite EVERYthing.</p><p></p><p><strong>Scout</strong>: The scout needs more combat abilities ... all d&d 5e classes do hit hard or heal... Even the life cleric, the most peaceful sub-class deal +1d8 damage at 8th level... And 11th level is too late... Scouting then Pathfinding are 2 non-combat features in the row, maybe too much...</p><p></p><p>Maybe helping the team with reflex defense ?</p><p></p><p>level 7: "Reflex move " (find a better name) ....... as a reaction on the scout turn, all allies may move up to their move (to lay down, take cover or just move closer to the enemy). </p><p></p><p>level 11 pathfinding = free movement as the spell in place of regular skirmish bonuses ? Or Maybe link it with reflex move: everyone move without AOE (so, skirmish). trigger: skirmish use, lasts 1 round ?</p><p></p><p></p><p><strong>Warden</strong></p><p></p><p>I have little to say. Seems fine. But some Druid spells are OP (ex: shillelagh as a cantrip means magical weapon for a level 1 for free. Like the UA Immortal class. A little too much. Coming back to the ranger progression ?</p><p></p><p>It leaves the senses bonus the ranger should give to allies (as per your class to-do list). level 11th: Maybe the warden can give it as a magical boost : + proficiency bonus as expertise grant to perception and share special senses like darkvision, tremorsense, etc, to all allies in a 30' radius ?</p><p>trigger: skirmish use, lasts 1 minute ? And ranger-only spells and progression as a nerf ?</p><p></p><p>See the beastmaster animal sense share comeback in this feature... As the only "official" magic sub-class, animal-related wildcrafts suits the Warden better than the others sub-classes... Animals are allies like the players. The wildcraft sense-sharing duration should be higher than 1 minute for animals- maybe 1 hour if INT is less than 7 ?</p><p></p><p>That was both 3 sub-classes will have a feature and only 1 class will improve it to share with allies.</p><p></p><p><strong>Wildcrafts:</strong></p><p></p><p>I wish I could play this ranger in another life... Etienne would want Travel hardened <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. And by the way "OCC" my bard should get extra attack at 6th level as this feature is archetype related, not core for the bard.</p><p></p><p>Poultice: I think the unearthed arcana version is fine. 10d6 healing at 20th level is too high.</p><p></p><p>Animal companion: As I said earlier, maybe the Warden or otherwise the 3 archetypes may magically boost the animal (the issue is the low HP) and get the beastmaster perception tricks, etc ? wildcraft prerequisites chain (as my Gunner trick upgrade suggestion for the Swashbuckler) ?</p><p></p><p>For favored terrain, did you forget PHB : "Difficult terrain doesn’t slow your group’s travel " ?</p></blockquote><p></p>
[QUOTE="peterka99, post: 6667416, member: 6787234"] [B]Ranger[/B]... [B]main features[/B] Studied Strike and Horde Tactics : I got the same comment with my scout post (see below): how to explain why you loose bonus to attack the orcs when switching to an ettin ? Your answer is: Concentration. Does the bonus work of alien races like abberations or undead ? The ranger knows all the enemy for long or get the bonus after studying it for a mere round ? +2 every round sounds like 13th age. swap SS and wildcrafts. SS is too powerful for level 1 and wilfcraft replace favored enemy and natural explorer (favored terrain)... I invite you to check and vampirize my scout version at [URL]http://www.enworld.org/forum/editpost.php?p=6635330&do=editpost[/URL], or the older one from december (multi-classed as the Swashbuckler and muskeeter). Use WIS instead of INT... tracking higher features level 11th: reconnaissance: You are proficient with cartographer’s tool. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc). Not tracking, but ranger themed... 15th: See Princess Bride [URL="http://www.imdb.com/character/ch0003787/?ref_=tt_cl_t3"]Prince Humperdinck[/URL]. You can get "know your enemy" info from tracking analysis. wilderness lore... no idea, since you render favored terrain an optional wildcraft. Maybe just leave Natural explorer as is since it is a fair ability per se... Maybe expertise in nature and survival ? [B]Borderland guard[/B]: Defensive camp is too situational and underpowered. The PHB ranger has more powerful defensive tactics, but only slightly. The (cover) bonus may apply also to any battlefield scene set up by the Guard. Also, the guard set traps and alarms.. Setting time: 10 minutes as a ritual ? "For duty and honor" 11th level: Horde tactics applied to the entire party as you teach others the trick? +2 a round, Damage limit: intelligence modifier, min +1. Only a mage or a mystic will have high Int, so not Op. The issue is about concentration requirement for the recipicients and origin: mundande or magical ? maybe: the trigger should be: skirmish use, lasts 1 minute ? Then INT mod will be too low and WIS will be better (still without proficieny bonus otherwise too OP). Evasion feature is a no-brainer as level 15 for both guard and scout sub-classes. You don't have to rewrite EVERYthing. [B]Scout[/B]: The scout needs more combat abilities ... all d&d 5e classes do hit hard or heal... Even the life cleric, the most peaceful sub-class deal +1d8 damage at 8th level... And 11th level is too late... Scouting then Pathfinding are 2 non-combat features in the row, maybe too much... Maybe helping the team with reflex defense ? level 7: "Reflex move " (find a better name) ....... as a reaction on the scout turn, all allies may move up to their move (to lay down, take cover or just move closer to the enemy). level 11 pathfinding = free movement as the spell in place of regular skirmish bonuses ? Or Maybe link it with reflex move: everyone move without AOE (so, skirmish). trigger: skirmish use, lasts 1 round ? [B]Warden[/B] I have little to say. Seems fine. But some Druid spells are OP (ex: shillelagh as a cantrip means magical weapon for a level 1 for free. Like the UA Immortal class. A little too much. Coming back to the ranger progression ? It leaves the senses bonus the ranger should give to allies (as per your class to-do list). level 11th: Maybe the warden can give it as a magical boost : + proficiency bonus as expertise grant to perception and share special senses like darkvision, tremorsense, etc, to all allies in a 30' radius ? trigger: skirmish use, lasts 1 minute ? And ranger-only spells and progression as a nerf ? See the beastmaster animal sense share comeback in this feature... As the only "official" magic sub-class, animal-related wildcrafts suits the Warden better than the others sub-classes... Animals are allies like the players. The wildcraft sense-sharing duration should be higher than 1 minute for animals- maybe 1 hour if INT is less than 7 ? That was both 3 sub-classes will have a feature and only 1 class will improve it to share with allies. [B]Wildcrafts:[/B] I wish I could play this ranger in another life... Etienne would want Travel hardened :). And by the way "OCC" my bard should get extra attack at 6th level as this feature is archetype related, not core for the bard. Poultice: I think the unearthed arcana version is fine. 10d6 healing at 20th level is too high. Animal companion: As I said earlier, maybe the Warden or otherwise the 3 archetypes may magically boost the animal (the issue is the low HP) and get the beastmaster perception tricks, etc ? wildcraft prerequisites chain (as my Gunner trick upgrade suggestion for the Swashbuckler) ? For favored terrain, did you forget PHB : "Difficult terrain doesn’t slow your group’s travel " ? [/QUOTE]
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