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Need feedback on modified Ranger & Monk
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<blockquote data-quote="UofMDude" data-source="post: 46847" data-attributes="member: 637"><p>I managed to google the CCE. Found it here:</p><p></p><p><a href="http://www.dndworld.com/3e/classes/classconstruction.pdf" target="_blank">www.dndworld.com/3e/classes/classconstruction.pdf</a></p><p></p><p>It's a well thought out document but it does have some "weirdness" to it.</p><p></p><p>For instance, everyone seems to universally hate Favored Enemy but it is considered equivalent to Uncanny Dodge.</p><p></p><p>And the Ranger's spellcasting is only a 2 point ability (10 + 12 - 10 - 10) while Track is a 5 point ability.</p><p></p><p>As far as how my classes stack up with this:</p><p></p><p>Monk:</p><p>took out Deflect Arrows (5), Slow Fall (5), Abundant Step (5), Quivering Palm (10), and Tongue (5) for a total of 30 points out</p><p></p><p>modified Ki Strike (still probably a 10)</p><p></p><p>added Blind Sight (5-10 depending on range), Uncanny Dodge (15), Perfect Armor (15, 10 if I change it)</p><p></p><p>I'll probably need to drop down the number of times Inner Armor can be used - maybe number of rounds = 2 times wisdom modifier per day? Or does inner armor not bother anyone? What do you all think?</p><p></p><p>Given the points it probably makes sense to limit blind sight to just 5' (per the feat) unless I want to take something else out. I still may need to tweak when the powers arrive though.</p><p></p><p>It's funny that monks top the CCE chart. Although this makes some sense when you consider that their skills are very top heavy (they get alot of "points" worth at high levels).</p><p></p><p>Ranger:</p><p>I see no reason why rangers should have spells. That just doesn't fit my view of a ranger.</p><p></p><p>I forgot to mention in the description that my rangers are not proficient with medium or heavy armor and that the bonus feats they get won't work in heavy armor. This would drop my Ranger down to (using Dr Zoom's numbers) a 255. Not too bad.</p><p></p><p>Fighters should really be 250, not 245 since their specialization ability doesn't cost them anything (apparently).</p><p></p><p>Thanks for the feedback. I'll have to do some more tweaking (at least with Mok, a player is using Ranger in my campaign and I don't want to change it after he's already decided to play one).</p><p></p><p>UofMDude</p></blockquote><p></p>
[QUOTE="UofMDude, post: 46847, member: 637"] I managed to google the CCE. Found it here: [url]www.dndworld.com/3e/classes/classconstruction.pdf[/url] It's a well thought out document but it does have some "weirdness" to it. For instance, everyone seems to universally hate Favored Enemy but it is considered equivalent to Uncanny Dodge. And the Ranger's spellcasting is only a 2 point ability (10 + 12 - 10 - 10) while Track is a 5 point ability. As far as how my classes stack up with this: Monk: took out Deflect Arrows (5), Slow Fall (5), Abundant Step (5), Quivering Palm (10), and Tongue (5) for a total of 30 points out modified Ki Strike (still probably a 10) added Blind Sight (5-10 depending on range), Uncanny Dodge (15), Perfect Armor (15, 10 if I change it) I'll probably need to drop down the number of times Inner Armor can be used - maybe number of rounds = 2 times wisdom modifier per day? Or does inner armor not bother anyone? What do you all think? Given the points it probably makes sense to limit blind sight to just 5' (per the feat) unless I want to take something else out. I still may need to tweak when the powers arrive though. It's funny that monks top the CCE chart. Although this makes some sense when you consider that their skills are very top heavy (they get alot of "points" worth at high levels). Ranger: I see no reason why rangers should have spells. That just doesn't fit my view of a ranger. I forgot to mention in the description that my rangers are not proficient with medium or heavy armor and that the bonus feats they get won't work in heavy armor. This would drop my Ranger down to (using Dr Zoom's numbers) a 255. Not too bad. Fighters should really be 250, not 245 since their specialization ability doesn't cost them anything (apparently). Thanks for the feedback. I'll have to do some more tweaking (at least with Mok, a player is using Ranger in my campaign and I don't want to change it after he's already decided to play one). UofMDude [/QUOTE]
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