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<blockquote data-quote="melkoriii" data-source="post: 931161" data-attributes="member: 2162"><p>Well here is my thoughts.</p><p></p><p>Looking at it compared to other core classes.</p><p></p><p>BAB = Best</p><p>Saves = Fort and Reflex are best (tho start at +1) and Will at worst.</p><p></p><p>HP = almost best</p><p></p><p>Skill points (4) = mid</p><p></p><p>Specal powers are all at lvl 5 or before (+ to Track and AH not worth menchening)</p><p></p><p>Most Specal powers are from the Druid class.</p><p></p><p>Animal Friend tells me no game machanic to what its does?</p><p></p><p>Very little reason to go past lvl 5 with this class just like the PHB Ranger tho the PHB Ranger looks more appealing.</p><p></p><p></p><p></p><p>I would look at what the flavor of the class is suppose to be and look for powers (High and Low) to add every other lvl.</p><p></p><p>I would go with this.</p><p></p><p>Alignment any Nutral</p><p>BAB +1/lvl</p><p>HP = d10</p><p>Saves = Fort Best, Reflex best, Will worst</p><p>Skill points = 4</p><p></p><p>1st lvl ----Tracking, Animal Companion (as the spell animal friendship)</p><p>2nd lvl ----Survival +1</p><p>3rd lvl ----Bonus Feat (from specal list)</p><p>4th lvl ----Survival +2</p><p>5th lvl ----Woodland Stride </p><p>6th lvl ----Survival +3</p><p>7th lvl ----Bonus Feat (from specal list)</p><p>8th lvl ----Survival +4</p><p>9th lvl ----Trackless Step</p><p>10th lvl ----Survival +5, Animal Telepathy</p><p>11th lvl ----Bonus Feat (from specal list)</p><p>12th lvl ----Survival +6</p><p>13th lvl ----</p><p>14th lvl ----Survival +7</p><p>15th lvl ----Bonus Feat (from specal list)</p><p>16th lvl ----Survival +8</p><p>17th lvl ----</p><p>18th lvl ----Survival +9</p><p>19th lvl ----Bonus Feat (from specal list)</p><p>20th lvl ----Survival +10, One With Nature</p><p></p><p></p><p>Make the Feat list have things from Masters of the Wild and fighter feats to match the Beast/Wildman theam.</p><p></p><p>Things like Command Animals and Command Plants.</p><p></p><p>At lvl 20 have One with Nature be some cool power over Beasts and the land of some kind. Not too powerful but worth getting to lvl 20 for kind of thing.</p></blockquote><p></p>
[QUOTE="melkoriii, post: 931161, member: 2162"] Well here is my thoughts. Looking at it compared to other core classes. BAB = Best Saves = Fort and Reflex are best (tho start at +1) and Will at worst. HP = almost best Skill points (4) = mid Specal powers are all at lvl 5 or before (+ to Track and AH not worth menchening) Most Specal powers are from the Druid class. Animal Friend tells me no game machanic to what its does? Very little reason to go past lvl 5 with this class just like the PHB Ranger tho the PHB Ranger looks more appealing. I would look at what the flavor of the class is suppose to be and look for powers (High and Low) to add every other lvl. I would go with this. Alignment any Nutral BAB +1/lvl HP = d10 Saves = Fort Best, Reflex best, Will worst Skill points = 4 1st lvl ----Tracking, Animal Companion (as the spell animal friendship) 2nd lvl ----Survival +1 3rd lvl ----Bonus Feat (from specal list) 4th lvl ----Survival +2 5th lvl ----Woodland Stride 6th lvl ----Survival +3 7th lvl ----Bonus Feat (from specal list) 8th lvl ----Survival +4 9th lvl ----Trackless Step 10th lvl ----Survival +5, Animal Telepathy 11th lvl ----Bonus Feat (from specal list) 12th lvl ----Survival +6 13th lvl ---- 14th lvl ----Survival +7 15th lvl ----Bonus Feat (from specal list) 16th lvl ----Survival +8 17th lvl ---- 18th lvl ----Survival +9 19th lvl ----Bonus Feat (from specal list) 20th lvl ----Survival +10, One With Nature Make the Feat list have things from Masters of the Wild and fighter feats to match the Beast/Wildman theam. Things like Command Animals and Command Plants. At lvl 20 have One with Nature be some cool power over Beasts and the land of some kind. Not too powerful but worth getting to lvl 20 for kind of thing. [/QUOTE]
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