Rangers w/out spells

diaglo said:
you could try the Original Ranger from the Strategic Review.

basically don't give spells until a much higher lvl. and when you do give them the option of much great choice of spells.

If I'm going back that far, I'm holding out for the SR version of the Bard! :D
 

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silburnl said:
Or you could say that he was doing magic. There is a strong implication in the book that Athelas does what it does because Aragorn is a member of the royal line of Gondor. Dunno if this backed up by Silmarillion and other background docs, but it jibes with the generally low-key magic in Middlearth.

Regards
Luke

An argument which is supported far more strongly in the book Return of the King, in which Aragorn actually lays on hands and heals Eowyn and one of the Hobbits (Merry or Pippen, I forget which) after they down the Ring-Wraith.

It's quite explicitly written in the text. It's pretty much when I realized that at some point, Aragorn multi-classes into paladin.

jtb
 

My Ranger variant was a mix of Ranger and the WIlderness guy from Wheel of Time

Defense:+11 Max (If you're using Defense)
Hit Points: d8

Saving Throws: As Scout (+9/+9/+9 max)

BAB: As Rogue

Magic: None

Special Abilities: Scouts get all simple and martial weapon proficiencies, light armor, medium armor and shields.

1st level: Bonus feat of Track, Skill Focus: Wilderness Lore or Point Blank Shot

2nd level: Trailblazing

4th level: Uncanny Dodge (Dex bonus when flatfooted)

5th, 10th, 15th, 20th levels: Skill Mastery

7th level: Uncanny Dodge (unflankable)

Skills: Animal Handling, Animal Empathy, Use Rope, Heal, Intuit Direction, Climb, Craft, Disguise, Hide, Jump, Knowledge, Listen, Move Silently, Profession, Ride, Search, Speak Language, Speak Languages, Spot, Wilderness Lore, Swim.

Scout earns (6+Int)x4 Skill Points at 1st level and 6 Skill Points per level thereafter.

Hagen
 

here's the thing...

this really came up because 1) I'm still using 3.0 and I know that they buffed up rangers in 3.5 which is good because they needed to be buffed up, since they are weak weak weak in 3.0 but I don't really want to go and buy a new book so I was trying to think of an alternative method...one that would be flexible and at the same time maintain the flavor of a Ranger and 2) I've got a player who wants to be a bad ass Archer, and now that i see everyone's suggestions, I realize is that what he really wants to do is to be a fighter/ranger, so I will suggest that to him.
however...It seems that there is a deeper issue...the player I mentioned actually wanted to multiclass as a ranger/druid 4/1 and what I noticed is that spells DON'T stack when multiclassing unlike everything else. Thus there is a complete disincentive to multiclass spell casters, because you just end up with a character who can cast a ton of weak spells. Again, maybe I should suggest that he rewrite his character as a druid/fighter...but back to maintaining the flavor of certain classes (ranger in particular) while allowing more flexibility...
 

I'm playing around with the idea of removing spells from the ranger and altering their level progression to include the favored terrains from UA. These would be in addition to the favored enemies they already get, although they might get one or two less by 20th level. So for example, they'd be good at taking down aberrations, good on tundra, and REALLY GOOD at fighting aberrations on tundra.
 
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bweenie said:
however...It seems that there is a deeper issue...the player I mentioned actually wanted to multiclass as a ranger/druid 4/1 and what I noticed is that spells DON'T stack when multiclassing unlike everything else. Thus there is a complete disincentive to multiclass spell casters, because you just end up with a character who can cast a ton of weak spells.
You definitely need to check out Unearthed Arcana, the book I mentioned above. They have a new system of Magic Ratings where caster levels continue to rise even if you multiclass into a non-spellcasting class (just much slower than if you'd stuck with the original class).
 
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I have a ranger in my campaign where spell use just didn't feel right.
So I came up with an alternative that others might like.
I gave him something like the Brew Potion feat.

"By using his skill as a woodsman the Ranger
can create potions or pastes or salves to create the same effect
as spells.
Potions must be consumed or rubbed on if the affect is on individuals.
They must be spread or sprinkled about if they affect an area.

Each potion takes one hour to create. A Ranger can create one per day
while travelling at a normal pace, None if rushed. For every "potion" created
the Ranger must have access to an area that could have ingrediants and
must also make a wilderness lore check with a DC of 20 + the spell level +
the number of potions you have brewed that day.

Also these brews come from nature and must be fresh. They become stale
and useless after two weeks. Andthe wilderness lore check is not made
until the Ranger tries to use the potion."

This gives the Ranger a different flavor and it seems balanced.
They lose the ability to cast a spell quickly. It can take a round or more
to spread a salve or sprinkle crumbled herbs over an area for a pass
without trace "potion". And also the "potion" has a chance to fail.
They also might be travelling too fast or deep in a dungeon for too long and
can't make new potions.

They gain the ability to have many more potions than normal and because
they are potions and not spells they can be given to others to take with
them.
 

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