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Community
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*Pathfinder & Starfinder
Feral Ranger... need adjusting
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<blockquote data-quote="the Jester" data-source="post: 1635014" data-attributes="member: 1210"><p>Hmmm...</p><p></p><p>Some thoughts so far:</p><p></p><p>I'd still assign both modified Feral versions a +2 LA as they are above. Without spending a ton of time mulling it over, here's what I see as a +1 LA feral template that keeps darkvision:</p><p></p><p><strong>Type:</strong> Changes to monstrous humanoid.</p><p></p><p><strong>AC:</strong> Natural armor bonus changes to +2 or current, whichever is better.</p><p></p><p><strong>Attacks:</strong> A feral creature gains two claw attacks if it did not already have them. These claws are primary natural weapons, and do 1d4 points of damage for a Medium creature (scaling up or down with size accordingly).</p><p></p><p><strong>Special Qualities:</strong> The feral creature gain darkvision 60'.</p><p></p><p><strong>Abilities:</strong> Str +2, Dex -2, Con +2, Int -4, Wis +2.</p><p></p><p><strong>Feats:</strong> Gain Faster Healing as a bonus feat.</p><p></p><p>***</p><p></p><p>Wow, by the book feral only gets +1 LA?? Yet the CR adjustment is as high as +4.... hmph. Someone wasn't payin' attention- the stuff a feral creature gets is <em>great</em> for a character who lasts more than one encounter, especially the fast healing.</p><p></p><p>As to fiddling with the ranger, I'm not sure how I'd go about that- kinda depends on what sort of traits you have in mind for your animalistic traits.</p><p></p><p>Actually, my personal favorite idea is to swap out ranger stuff for feral template stuff; that way you don't have to mess with a LA. Lessee...</p><p></p><p><strong>Level--Drop/Gain</strong></p><p>4-- Drop Animal Companion and 1st level spells; gain natural armor +1, +10' enhancement bonus to land speed and two claw attacks (1d4 damage for medium character)</p><p></p><p>6-- Gain darkvision 60'</p><p></p><p>7-- Claw attack damage increases to 1d6 for medium character</p><p></p><p>8-- Drop 2nd level spells; gain natural armor +2 and improved grab</p><p></p><p>9-- Gain darkvision 90'</p><p></p><p>10-- Gain natural armor +3</p><p></p><p>11-- Drop 3rd level spells; claw attack now deals base 1d8 damage; gain pounce</p><p></p><p>12-- Gain natural armor +4, darkvision 120'</p><p></p><p>14-- Drop 4th level spells; gain natural armor +5 and rake ability </p><p></p><p>16-- Gain natural armor +6 and fast healing 1</p><p></p><p>17-- Gain rend ability</p><p></p><p>18-- Gain fast healing 2</p><p></p><p>20-- Type changes to monstrous humanoid, gain fast healing 5</p><p></p><p></p><p></p><p>I'm not sure if it's balanced- I pretty much just threw that together- but it's a start.</p><p></p><p>Hmm, although there are no ability adjustments in there- now that would definitely be over the top. Maybe with 4 skill points per level, though....? </p><p></p><p>Anyway, as I said, just some thoughts/ideas- I'm definitely open to suggestions myself.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1635014, member: 1210"] Hmmm... Some thoughts so far: I'd still assign both modified Feral versions a +2 LA as they are above. Without spending a ton of time mulling it over, here's what I see as a +1 LA feral template that keeps darkvision: [b]Type:[/b] Changes to monstrous humanoid. [b]AC:[/b] Natural armor bonus changes to +2 or current, whichever is better. [b]Attacks:[/b] A feral creature gains two claw attacks if it did not already have them. These claws are primary natural weapons, and do 1d4 points of damage for a Medium creature (scaling up or down with size accordingly). [b]Special Qualities:[/b] The feral creature gain darkvision 60'. [b]Abilities:[/b] Str +2, Dex -2, Con +2, Int -4, Wis +2. [b]Feats:[/b] Gain Faster Healing as a bonus feat. *** Wow, by the book feral only gets +1 LA?? Yet the CR adjustment is as high as +4.... hmph. Someone wasn't payin' attention- the stuff a feral creature gets is [i]great[/i] for a character who lasts more than one encounter, especially the fast healing. As to fiddling with the ranger, I'm not sure how I'd go about that- kinda depends on what sort of traits you have in mind for your animalistic traits. Actually, my personal favorite idea is to swap out ranger stuff for feral template stuff; that way you don't have to mess with a LA. Lessee... [b]Level--Drop/Gain[/b] 4-- Drop Animal Companion and 1st level spells; gain natural armor +1, +10' enhancement bonus to land speed and two claw attacks (1d4 damage for medium character) 6-- Gain darkvision 60' 7-- Claw attack damage increases to 1d6 for medium character 8-- Drop 2nd level spells; gain natural armor +2 and improved grab 9-- Gain darkvision 90' 10-- Gain natural armor +3 11-- Drop 3rd level spells; claw attack now deals base 1d8 damage; gain pounce 12-- Gain natural armor +4, darkvision 120' 14-- Drop 4th level spells; gain natural armor +5 and rake ability 16-- Gain natural armor +6 and fast healing 1 17-- Gain rend ability 18-- Gain fast healing 2 20-- Type changes to monstrous humanoid, gain fast healing 5 I'm not sure if it's balanced- I pretty much just threw that together- but it's a start. Hmm, although there are no ability adjustments in there- now that would definitely be over the top. Maybe with 4 skill points per level, though....? Anyway, as I said, just some thoughts/ideas- I'm definitely open to suggestions myself. [/QUOTE]
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Feral Ranger... need adjusting
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