Magic-free Ranger?


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feydras said:
This is pretty similar to the way the Iron Kingdom's ranger is set up. It works well and seems balanced while still maintaining the distinct flavor of the ranger class. They also added favored terrain bonuses which i think were badly needed. The IK ranger can be found in the Iron Kingdoms Campaign Guide by Privateer Press. The class is not posted anywhere on the internet but i suggest looking over the Iron Kingdom Setting on their website as the setting is fantastically done and pretty unique. The only downside to it is that the company is notorious for their gruelingly slow publishing pace.

www.ironkingdoms.com or www.privateerpress.com and click on Iron Kingdoms logo.

- Feydras

Not to mention the cleric-hate in the Iron Kingdoms setting (healing could kill both healer and healee if done too often). Still, it fun to play knowing that a cleric might not be able to save you...
 

Li Shenron said:
Or, far more simply, you could go with the variant proposed in the Rokugan setting:

"Each time the ranger would gain a new spell level, he gains a bonus feat."

That means 4 bonus feats, at levels 4th, 8th, 11th and 14th.
I haven't checked out Rokugan either, but that's remarkably close to what I already had for my early stages of Ranger 2.0.

I had a list prepared of feats and special abilities (primarily nature-type stuff, with quite a few strength and fitness things too, plus the Dodge feat tree and a couple of other things to do with speed/reflexes), but I had them attainable at 4th, 5th, 8th, 11th, 14th, 17th & 20th (i.e. every third level, each a level behind CL standard feats, plus one at 4th level).

It might seem a bit overboard when compared with WotC's variant there, but I'm not sure...magic (especially divine - having the entire list every day by default) is so flexible, and just damn useful.


feydras said:
(T)he way the Iron Kingdom's ranger is set up (...) works well and seems balanced while still maintaining the distinct flavor of the ranger class.

Storyteller01 said:
thenIron Kingdoms PLayer guide has a non-magic using Ranger.

Not to mention the cleric-hate in the Iron Kingdoms setting (healing could kill both healer and healee if done too often). Still, it fun to play knowing that a cleric might not be able to save you.
:cool: Heh. That sounds absolutely fine to me. I've been known to put all kinds of spanners in the works of 'fire-and-forget' magic, myself. Anyway, when I get a chance to look IK up, I will.


Stockdale said:
You might also want to consider the Wildlander class from the Midnight setting.
Allegedly, the races and classes in that setting are (albeit deliberately) overpowered for 'standard' D&D. I'm looking for something that's equally appealing as the usual Ranger. It's very likely going to be a delicate balancing act I know, but I have to try for it.


Storyteller01 said:
I've heard that the ranger from the WHeel of Time setting is also well done. I'm not sure if it's a non-,agical variant though.
Not sure either, but luckily I know someone with that book, so I'll find out.


Thanks for the helpful replies, all. I think I'm getting more of a 'feel' for these new Ranger-types. And to me that's a significant, though ephemeral step.
 

Sado said:
Do you have Complete Warrior? It has non-spellcasting Ranger and Paladin base classes.

Ranger gets the following in place of spells:

If these still seem too magical (they do to me), they're very easy to modify. Suggestions below. With or without suggestions, this ranger is very well-balanced.


Fast Movement (level 6)-Can move faster

This really doesn't need any modification. The ranger is just a quick individual. Note that a spellcasting ranger (with a 12+ Wisdom) would get this ability through the longstrider spell at 4th-level, and additionally would have many other options (like entangle. On the other hand, this ability isn't magical, and it doesn't have a duration. And longstrider is one of the most useful first-level ranger spells.


Nature's Blessing (Level 11)-Once per day may add +4 to CON, DEX, or WIS, lasts 1 minute per class level

This replaces the buff spells. To make it less magical, assume that the ranger knows certain herbs that, when chewed provide the effects, but which are dangerous when used more often than once a day.


Healing Touch(level 13)-Once per day, can use neutralize poison or remove disease as a caster whose level is equal to half ranger's class level

Athelas, anyone?


Freedom of Movement (level 16)-Once per day, can use freedom of movement as a caster whose level is equal to half ranger's class level

Again, this can almost always be represented by exceptional (but non-magical) effort on the part of the ranger.
 

Keep in mind that the +4 to stats is a BONUS. Not an enhancement bonus, just a bonus.

Therefore it stacks with that +4 con item you're wearing. Hey, it's two free Improved Toughness feats! :)

Not so underpowered after all, eh?
 

iblis said:
Allegedly, the races and classes in Midnight are (albeit deliberately) overpowered for 'standard' D&D. I'm looking for something that's equally appealing as the usual Ranger. It's very likely going to be a delicate balancing act I know, but I have to try for it.

The races from Midnight are balanced against each other. If you wanted to balance them with PHB classes, you're probably best with +1 ECL.

But what were they thinking when they made races with +4 in a stat? Can you say powergamer paradise?

Also, I wouldn't say the classes are overpowered at all. The channeler can't stand up to the Cleric or Druid. He doesn't really have the blasting power of a wizard or sorcerer. (More versatile though) The wildlander is more skill-based than the ranger, so he's better in that respect (lots of take-10 on a skill powers) but I'd take the 3.5 ranger in a fight anytime. Assuming archery is the skill set.

I wouldn't see any problem with using the Midnight classes in regular D&D, but yeah, you gotta tone the races down a bit.
 
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Storyteller01 said:
Not to mention the cleric-hate in the Iron Kingdoms setting (healing could kill both healer and healee if done too often). Still, it fun to play knowing that a cleric might not be able to save you...

Feature, not bug. You don't get the LG cleric of the god of Justice running around healing the CN rogue. At least not without a chance of nasty consenquences. If the cleric is healing someone of the same alignment on the good/neutral/evil axis then there is usually no chance of a penalty.

- Feydras
 

Iblis, I don't have the Midnight book so I can't speak to the races or the majority of classes. I do, howver, play a Wildlander in one of the games we've got going and I've found it be great class. I agree with Gort's comments that compared with the 3.5 ranger, a wildlander is underpowered. This is particularly true when considering that the Wildlander lacks the two weapon or archary tracks, an animal companion, and the abilty to cast spells. However, what it lacks there it makes up with the wildlander traits such as bonuses to spot, listen, track, etc. It is totally a mountain man/scout type class as opposed to a druid-fighter combination.
 

Li Shenron said:
Or, far more simply, you could go with the variant proposed in the Rokugan setting:

"Each time the ranger would gain a new spell level, he gains a bonus feat."

That means 4 bonus feats, at levels 4th, 8th, 11th and 14th.

I don't remember if he's restricted to fighter bonus feats, has his own bonus feat list or can choose any feat. IMO it's best to have its own list (maybe same as fighter, minus fighter-only feats, plus some more wilderness-oriented feats) but you could just use the fighter list if a more combat-oriented ranger is fine for you.

The variant belonged to 3.0 but since ranger's spellcasting is the same in 3.5 I think it's still valid.

Hmmm...Has the Rokugan setting...doesn't remember this...but likes.....


You might also take a look at this:
http://boards1.wizards.com/showthread.php?t=169174
 
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