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Half-Caster (Ranger/Paladin) In Low Magic Setting
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<blockquote data-quote="HarryFlashman" data-source="post: 1412150" data-attributes="member: 16377"><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Here goes</p><p></p><p>Low Magic Ranger</p><p></p><p>BaB: Good</p><p>Saves: Fort & Ref</p><p>BDB: Average (for my own campaign)</p><p></p><p>Abilities: Dexterity, <strong>Constitution</strong>, and Wisdom are the Rangers' most important ability scores.</p><p>Alignment: Any</p><p>Hit Die: d8</p><p></p><p>Class Skills:</p><p>Clinb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering, Geography, Nature), Listen, move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope</p><p>Skill Points at First Level: (6+Int Mod)x 4</p><p>Each Additional Level 6+Int Mod</p><p></p><p>Class Features:</p><p>1:<strong>Frenzy 1/day</strong>, Track, Wild Empathy</p><p>2:Combat Style, <strong>Self Sufficient</strong></p><p>3:Endurance, <strong>Scent of the Abomination</strong></p><p>4:Animal Companion <strong> Spells</strong></p><p>5: <strong>Frenzy 2/day</strong></p><p>6: Improved Combat Style</p><p>7: Woodland Stride</p><p>8: Swift Tracker</p><p>9: Evasion</p><p>10: <strong>Frenzy 3/day</strong></p><p>11: Combat Style Mastery <strong> Sense Abomination</strong></p><p>12:</p><p>13: Camouflage</p><p>14: </p><p>15: <strong>Frenzy 4/day</strong></p><p>16:</p><p>17: Hide in Plain Sight</p><p>18:</p><p>19:</p><p>20: <strong>Frenzy 5/day</strong></p><p></p><p><strong>Frenzy</strong> 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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p><strong> Self- Sufficient</strong> At second level the Ranger gains the Feat, Self-Sufficient, even if he or she does not have the pre-requisiites.</p><p></p><p><strong> Scent of the Abomination</strong> 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.)</p><p></p><p><strong>Spells:</strong> at Fourth Level the ranger begins to be able to access spells from the PHB Spell list. He gains and Casts spells as normal <em> except</em> 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.</p><p></p><p><strong> Sense Abomination (Su)</strong> 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" <em>except</em> the Ranger must concentrate for one round, and the Ranger needs no components.</p><p></p><p>I will put the Low-Magic Paladin Class up late tonight.</p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1412150, member: 16377"] 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, [b]Constitution[/b], 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:[b]Frenzy 1/day[/b], Track, Wild Empathy 2:Combat Style, [b]Self Sufficient[/b] 3:Endurance, [b]Scent of the Abomination[/b] 4:Animal Companion [b] Spells[/b] 5: [b]Frenzy 2/day[/b] 6: Improved Combat Style 7: Woodland Stride 8: Swift Tracker 9: Evasion 10: [b]Frenzy 3/day[/b] 11: Combat Style Mastery [b] Sense Abomination[/b] 12: 13: Camouflage 14: 15: [b]Frenzy 4/day[/b] 16: 17: Hide in Plain Sight 18: 19: 20: [b]Frenzy 5/day[/b] [b]Frenzy[/b] 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. [b] Self- Sufficient[/b] At second level the Ranger gains the Feat, Self-Sufficient, even if he or she does not have the pre-requisiites. [b] Scent of the Abomination[/b] 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.) [b]Spells:[/b] at Fourth Level the ranger begins to be able to access spells from the PHB Spell list. He gains and Casts spells as normal [i] except[/i] 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. [b] Sense Abomination (Su)[/b] 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" [i]except[/i] the Ranger must concentrate for one round, and the Ranger needs no components. I will put the Low-Magic Paladin Class up late tonight. [/QUOTE]
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Half-Caster (Ranger/Paladin) In Low Magic Setting
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