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Half-Caster (Ranger/Paladin) In Low Magic Setting

HarryFlashman

First Post
I know several posters' gut reactions will be "why not just do away with spell casting altogether?". My answer is simple. I am too lazy to be able to come up with enough abilities to even the Ranger and Paladin out with other classes. They still might not be balanced, but that is why I have posted them for you guys, who are smarter than I am, to fix

In the end I found that this helps to retain the flavour for the Half-Caster classes and does little to detract from their eventual qualification for certain PrCs.

I am not going to rewrite items that are found in the PHB descriptions for the classes so you might need to look in the book for further information.

Here goes

Low Magic Ranger

BaB: Good
Saves: Fort & Ref
BDB: Average (for my own campaign)

Abilities: Dexterity, Constitution, and Wisdom are the Rangers' most important ability scores.
Alignment: Any
Hit Die: d8

Class Skills:
Clinb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering, Geography, Nature), Listen, move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope
Skill Points at First Level: (6+Int Mod)x 4
Each Additional Level 6+Int Mod

Class Features:
1:Frenzy 1/day, Track, Wild Empathy
2:Combat Style, Self Sufficient
3:Endurance, Scent of the Abomination
4:Animal Companion Spells
5: Frenzy 2/day
6: Improved Combat Style
7: Woodland Stride
8: Swift Tracker
9: Evasion
10: Frenzy 3/day
11: Combat Style Mastery Sense Abomination
12:
13: Camouflage
14:
15: Frenzy 4/day
16:
17: Hide in Plain Sight
18:
19:
20: Frenzy 5/day

Frenzy Summoning up the refocious beast laying just beneath his calm facade a Ranger is capable of inhuman feats of endurance and speed. In this state the Ranger gains a temporary +2 to Constitution and Dexterity . His speed Increases by 10 feet, and he can choose to make a Flurry of Blows witha Full Attack Action in melee or ranged combat (depending on Style chosen at Second level), making one extra Attack per Round while suffering a -2 on every attack.
While in a Frenzy the Ranger may not use any skillor ability that requires concentration or patience, nor can the Ranger use the Expertise, Skill Focus, Item Creation, or Metamagic feats.
The Frenzy lasts a number of rounds equal to 3 + the Ranger's new Constitution Modifier. At the End of the Frenzy the Ranger suffers as if Fatigued (-2 to Str and Dex, can not charge or run). The Ranger may end the Frenzy prematurely.
The Ranger may only enter a Frenzy once per per encounter and then only at certain number of times per day. Entering Frenzy takes no time but may only be done during the Ranger's action.

Self- Sufficient At second level the Ranger gains the Feat, Self-Sufficient, even if he or she does not have the pre-requisiites.

Scent of the Abomination At Third level the Ranger gains the benefits of the Alertness feats when faced with an Abomination. This stacks with the general Alertness Feat. (Abominations are certain creatures that stalk the wilderness that would normally be nearly impossible for low magic PCs to defeat such as; trolls, umber hulks, dragons, etc.)

Spells: at Fourth Level the ranger begins to be able to access spells from the PHB Spell list. He gains and Casts spells as normal except the Ranger must choose 4 and only 4 spells from each level that he will know. These spells never change. As the Ranger gains access to new spells he must choose a spell to fill one of these four slots.

Sense Abomination (Su) At Eleventh level the Ranger may concentrate for one round then push his awareness outward searching for Nearby Abominations. This Ability functions exactly as the 1st level Cleric Spell "Detect Evil" except the Ranger must concentrate for one round, and the Ranger needs no components.

I will put the Low-Magic Paladin Class up late tonight.
 

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I know that you are looking for specific comments on your thoughts here, but I thought of something that might help you with a minimal change to half-casters in a low magic setting.

You could allow them to keep their spell lists as per normal, but make the casting time 1 minute per spell level (or something similar) as they complete an appropriate ritual. Thus the ranger doing CLW doesn't click his fingers and unleash a spell he had prepared that morning, but he spends two minutes preparing his special herbs and chanting the healing song while bathing his allies wounds... and at the end of that period the 1d8+3 or whatever is healed.

Another option is to allow the PCs to gain an ability every time they gain a new spell, and the ability is actually a duplicate of the effect of the spell which they can use once per day as an Ex effect.

Another option (the weakest but easiest) is to allow them an additional bonus feat every time they would normally gain a new spell level.

Cheers
 

The Low-Magic Paladin

BAB:Good
Saves: Fort Good
BDB: Average


Abilities: Charisma, Wisdom, Strength
Alignment: Lawful Good
HD: d10

Class Skills:
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty, Religion), Profession, Ride, Sense Motive.
Skill points at first level: (2+Int Mod) x4
Skill points at each additional level: 2+Int Modifier

Class Features:
1: Aura of Good, Detect Evil, Smite Evil
2: Divine Grace, Lay on Hands
3: Aura of Courage, Divine Health
4: Wrath of Deity Spell Use
5: Smite Evil 2/day, Special Mount
6: Aura of Valour
7: Remove Disease 1/week
8:
9: Aura of Valour 2
10: Smite Evil 3/day
11:
12: Aura of Valour 3
13:
14:
15: Aura of Valour 4, Smite Evil 4 /day
16:
17:
18: Aura of Valour 5
19:
20: Smite Evil 5/day

Wrath of Deity(Su): (replaces Turn Undead) {insert flavour text here}. This ability only functions in combat or during a standoff where combat is imminent. It effects only intelligent creatures who are not immune to fear effects and is not limited to the Undead (who are immune to mind effecting fear attacks anyhow).
times per day: A Paladin may use this ability a number of times equal to 1 + his Charisma modifier
Range: Wrathof Deity effects the nearest enemy first and has no effect beyond 60 feet and has not effect on those who have total cover .
Wrath Check
The Paladin rolls a D20 + his Character level(-3) + his Charisma modifier to determine the Will Save of the Wrath of Deity ability.
This roll is modified depending on the level of fear the Paladin is trying to instill in his opponents:
Shaken: 0
Frightened -10
Panicked -15
Wrath Damage
The Paladin may effect a number of HD equal to His level of Paladin + his Charisma modifier +1d4.
Duration:
Opponents who fail their Will Save suffer from the Fear effect for a number of rounds equal to Half the Paladin's Level + his Charisma Modifier.

Spell Use:at Fourth Level the Paladin begins to be able to access spells from the PHB Spell list. He gains and casts spells as normal except the Paladin must choose 4 and only 4 spells from each level that he will know. These spells never change. As the Paladin gains access to new spells he must choose a spell to fill one of these four slots.


Aura of Valour(Sp): (replaces most remove disease class abilities)
Upon invoking this power the area around a Paladin is suffused with a soft white light granting boons to his allies.
At 6th Level the Paladin is able to call upon the power of his deity to aid himself and his allies. Every ally within 10 feet of the Paladin is effected as if with the 1st level Cleric Spell "Divine Favour". At 6th level this grants a +1 Luck bonus to Attack and Damage rolls. Every 3 levels there after the bonus increases by one.
At 15th level the Aura of Valour extends to 15 feet and at 18th level the Aura of Valour extends to 20 feet.
The Paladin may use this ability 1 time per day per every 3 levels (at 6th level he may use this ability twice per day)
The Aura remains in effect for a number of rounds equal to twice the Paladin's Charisma Modifier

Edited to include Supernatural or Spell-Like qualifiers.
 
Last edited:

Plane Sailing, Thankyou for your comments.

I do like the idea of slowing down the spell casting times.

Tell you what, I will combine the two.

Spell Use Among Half-Casters
Half-Casters gain spells from the appropriate spell list in the PHB (Paladin or Ranger) at the same rate as indicated in the tables appropriate to either class. Of the Spells available the ranger or Paladin may choose only 8 spells. These Spells are the only 8 spells of each class, the ranger or Paladin, may learn or cast. Furthermore Paladins' and Rangers' casting times are always one round, unless the casting time is noted as taking longer than one round.

How does that sound?

Now are the two classes as written up as appealing as just being a Fighter or Rogue?
 

Mmmm... they appeal a little more, however in low magic my philosophy is to avoid magic altogether, as magic has this funny way of getting back in control.

Have you looked at the non-magic versions of the Paladin and Ranger in Complete Warrior? Personally I'd have given the Ranger Poison Use, Heal competence bonuses, and possibly a few more feats. The Paladin I'd like to give a bonus feat every 3-4 levels and possibly some special bonuses for wearing heavy armor (like a competence bonus and removing speed restrictions).
 


As soon as i get my first pay check ( been out of work for nearlya year) I planon pickingup about 200 dollars in books. the Complete Warrior might just be up my alley.

But since i do not yet have the money for the book what do you thinkof the classes as i have them?

Are they balanced? Did I take away the fun of playing either the Ranger or the Paladin?

For those of you who own the Complete Warrior book or Unearthed Arcana ( another !must buy!) are there more appropriate abilities?
 

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