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Help with low-magic variant ranger, cleric, druid
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<blockquote data-quote="mfrench" data-source="post: 2609594" data-attributes="member: 32901"><p>So I take it the Privateer version is no magic? I've looked around for it a while, and had no luck so far. If you come across it again, let me know, I'd be glad to take a look at it -- but I don't want him to be completely mundane. Since none of his abilities require activation, this ranger is more subtle, but they are still supernatural, and would be kind of creepy to normal folk (you know, following tracks that aren't there, seeing invisible creatures, etc.).</p><p></p><p>This campaign will have the Fighter, Rogue, and Barbarian as is, the Bard is modified to lose spells, but he'll get bonus feats for bardic music. The monk is gone; the paladin is replaced with a mounted warrior. The wizard will be mostly as he is, the sorcerer is gone. I'm working here on the ranger, and then there will be the variant cleric and variant druid. (So 9 total classes instead of 11) The three casters (wiz, cle, dru) will all have restricted spell lists (or as I would say, "more focused").</p><p></p><p>The base races have also been modified to tone down magic (gnome is gone, elves & half-elves are replaced by a creature with a fey connection, dwarves & halflings are still there, half-orcs are replaced by a more human but barbaric race).</p><p></p><p>Two other factors that limit magic in the world: a) most of my NPCs are from NPC classes; and b) most of them remain relatively low level. Unless their profession is shrouded in secrecy (i.e., assassin or wizard cabal), most high level NPCs will be well known. Anyone in a prestige class will have a reputation. But in any case, item creation is limited by these factors, which means that magic items will be a meaningful find and not trading post fodder.</p><p></p><p></p><p>To get back to crunch though, I'll try and get my cleric thoughts together and posted within a day or so.</p><p></p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="mfrench, post: 2609594, member: 32901"] So I take it the Privateer version is no magic? I've looked around for it a while, and had no luck so far. If you come across it again, let me know, I'd be glad to take a look at it -- but I don't want him to be completely mundane. Since none of his abilities require activation, this ranger is more subtle, but they are still supernatural, and would be kind of creepy to normal folk (you know, following tracks that aren't there, seeing invisible creatures, etc.). This campaign will have the Fighter, Rogue, and Barbarian as is, the Bard is modified to lose spells, but he'll get bonus feats for bardic music. The monk is gone; the paladin is replaced with a mounted warrior. The wizard will be mostly as he is, the sorcerer is gone. I'm working here on the ranger, and then there will be the variant cleric and variant druid. (So 9 total classes instead of 11) The three casters (wiz, cle, dru) will all have restricted spell lists (or as I would say, "more focused"). The base races have also been modified to tone down magic (gnome is gone, elves & half-elves are replaced by a creature with a fey connection, dwarves & halflings are still there, half-orcs are replaced by a more human but barbaric race). Two other factors that limit magic in the world: a) most of my NPCs are from NPC classes; and b) most of them remain relatively low level. Unless their profession is shrouded in secrecy (i.e., assassin or wizard cabal), most high level NPCs will be well known. Anyone in a prestige class will have a reputation. But in any case, item creation is limited by these factors, which means that magic items will be a meaningful find and not trading post fodder. To get back to crunch though, I'll try and get my cleric thoughts together and posted within a day or so. Mike [/QUOTE]
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Help with low-magic variant ranger, cleric, druid
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