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Mortality Radio # 30: Ed Stark interview available...
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<blockquote data-quote="Henry" data-source="post: 812647" data-attributes="member: 158"><p>The skills to take are in the class skills of the ranger: Wilderness lore, spot, listen, hide, and move silently - all of which a ranger can get now, and will be able to hone them up even more in the revision.</p><p></p><p></p><p>And the Ranger gets NO class abilities - what about the Spells?</p><p></p><p></p><p>All the abilities I mentioned come from spells, which is a major class ability for the Ranger. Alarm, Animal Friendship, Endure elements, pass without trace, speak with animals - ALL of these are 1st level spells, and available to the ranger as early as 4th level. It requires a 12 Wisdom for a ranger to have, which is not unobtainable by any means - even 25 point buy will get a PC that score available for wisdom.</p><p></p><p>As for healing, while it is true it requires a ranger to have a slightly higher wisdom to have them at that level, the fact reamins they can have it, and they WILL have it by 10th. It doesn't change the bulk of his other self-sufficiency by 4th level, well in place by 8th.</p><p></p><p>I have to say however, that your ideas are actually similar to mine, except that I kept it as sets of feat 'paths', and added a set of feats for single-weapon focus & expertise, too. ("Path of the Serpent.")</p><p></p><p>If there is one thing they can do, it would be to cement the spellcasting a little more, and make sure that he is self-sufficient by 6th level or so, instead of 10th, and maybe put cure light wounds in the 1st level range, if they want him on his own more, as a scout should.</p><p></p><p></p><p></p><p>It'll never happen - no matter if the Ranger is given the abilities of a demigod, someone will always have something to complain about. <em>("What do you mean my Ranger can't summon Tarrasques by whistling through his nose!? UNFAIR!!!")</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 812647, member: 158"] The skills to take are in the class skills of the ranger: Wilderness lore, spot, listen, hide, and move silently - all of which a ranger can get now, and will be able to hone them up even more in the revision. And the Ranger gets NO class abilities - what about the Spells? All the abilities I mentioned come from spells, which is a major class ability for the Ranger. Alarm, Animal Friendship, Endure elements, pass without trace, speak with animals - ALL of these are 1st level spells, and available to the ranger as early as 4th level. It requires a 12 Wisdom for a ranger to have, which is not unobtainable by any means - even 25 point buy will get a PC that score available for wisdom. As for healing, while it is true it requires a ranger to have a slightly higher wisdom to have them at that level, the fact reamins they can have it, and they WILL have it by 10th. It doesn't change the bulk of his other self-sufficiency by 4th level, well in place by 8th. I have to say however, that your ideas are actually similar to mine, except that I kept it as sets of feat 'paths', and added a set of feats for single-weapon focus & expertise, too. ("Path of the Serpent.") If there is one thing they can do, it would be to cement the spellcasting a little more, and make sure that he is self-sufficient by 6th level or so, instead of 10th, and maybe put cure light wounds in the 1st level range, if they want him on his own more, as a scout should. It'll never happen - no matter if the Ranger is given the abilities of a demigod, someone will always have something to complain about. [i]("What do you mean my Ranger can't summon Tarrasques by whistling through his nose!? UNFAIR!!!")[/i] :) [/QUOTE]
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