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Some low/no-magic campaign variants for critique.

Overkill_Engine

First Post
A friend of mine recently decided to run a no-magic campaign in order to help teach basic combat mechanics without the distractions of spell or magic items, and he asked me to help him out by making some variants of classes so that we aren't just using barbarians, fighters, and rogues.

So I took the monk, ninja, and ranger classes and ripped out their (Sp) and (Su) features, and considered replacing each one with a bonus feat, but this made a fighter look a tad lackluster in comparison. I went with attempting to replace the original abilities with non-magical ones instead. Sources for some alterations: Complete Warrior, Complete Adventurer, Unearthed Arcana.

Here they are, input/suggestions for tweaking appreciated:

Altered Monk
[sblock]Alignment: Any lawful.
Hit Die: d8.
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Code:
Level BAB         Fort Refl Will  Special                       Flurry             Damage  AC   Speed
1st   +0          +2   +2   +2    Bonus feat, flurry of blows,  –2/–2               1d6    +0   +0 ft.
                                  Unarmed strike, AC bonus
2nd   +1          +3   +3   +3    Bonus feat, evasion           –1/–1               1d6    +0   +0 ft.
3rd   +2          +3   +3   +3    Acrobatics +2                 +0/+0               1d6    +0   +10 ft
4th   +3          +4   +4   +4    Slow fall 20 ft.              +1/+1               1d8    +0   +10 ft.
5th   +3          +4   +4   +4    Acrobatics +4                 +2/+2               1d8    +1   +10 ft.
6th   +4          +5   +5   +5    Bonus feat, slow fall 30 ft.  +3/+3               1d8    +1   +20 ft.
7th   +5          +5   +5   +5    Uncanny dodge                 +4/+4               1d8    +1   +20 ft.
8th   +6/+1       +6   +6   +6    Slow fall 40 ft.              +5/+5/+0            1d10   +1   +20 ft.
9th   +6/+1       +6   +6   +6    Improved evasion              +6/+6/+1            1d10   +1   +30 ft.
10th  +7/+2       +7   +7   +7    Slow fall 50 ft.              +7/+7/+2            1d10   +2   +30 ft.
11th  +8/+3       +7   +7   +7    Greater flurry                +8/+8/+8/+3         1d10   +2   +30 ft.
                                  damage reduction 2/-
12th  +9/+4       +8   +8   +8    slow fall 60 ft.              +9/+9/+9/+4         2d6    +2   +40 ft.
13th  +9/+4       +8   +8   +8    Improved uncanny dodge        +9/+9/+9/+4         2d6    +2   +40 ft.
14th  +10/+5      +9   +9   +9    Slow fall 70 ft.              +10/+10/+10/+5      2d6    +2   +40 ft.
15th  +11/+6/+1   +9   +9   +9    Damage reduction 4/-          +11/+11/+11/+6/+1   2d6    +3   +50 ft.
16th  +12/+7/+2   +10  +10  +10   Slow fall 80 ft.              +12/+12/+12/+7/+2   2d8    +3   +50 ft.
17th  +12/+7/+2   +10  +10  +10   Timeless body,                +12/+12/+12/+7/+2   2d8    +3   +50 ft.
                                  Tongue of sun and moon
18th  +13/+8/+3   +11  +11  +11   Slow fall 90 ft.              +13/+13/+13/+8/+3   2d8    +3   +60 ft.
19th  +14/+9/+4   +11  +11  +11   Damage reduction 6/-          +14/+14/+14/+9/+4   2d8    +3   +60 ft.
20th  +15/+10/+5  +12  +12  +12   Slow fall any distance        +15/+15/+15/+10/+5  2d10   +4   +60 ft.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Acrobatics (Ex): Starting at 3rd level, a monk gains a +2 competance bonus to Climb, Jump, and Tumble checks. This bonus increases to +4 at 5th level.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Uncanny Dodge (Ex): At 7th level, a monk retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): At 13th level and higher, a monk can no longer be flanked. This defense denies a rogue or ninja the ability to sneak attack the monk by flanking him, unless the attacker has at least four more rogue or ninja levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue or ninja must be to flank the character.

Damage Reduction (Ex): At 11th level, a monk gains Damage Reduction. Damage reduction can reduce damage to 0 but not below 0.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.[/sblock]
 
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Altered Ninja
[sblock]Alignment: Any.
Hit Die: d6
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
Level  BAB        Fort  Refl  Will  Special                                    AC    Base Speed
1st    +0          +0   +2    +0    Trapfinding, sneak attack +1d6, AC bonus   +0    +0 ft.
2nd    +1          +0   +3    +0    Quick Draw                                 +0    +0 ft.
3rd    +2          +1   +3    +1    Sneak attack +2d6, poison use              +0    +0 ft.
4th    +3          +1   +4    +1    Death attack                               +0    +0 ft.
5th    +3          +1   +4    +1    Sneak attack +3d6                          +1    +0 ft.
6th    +4          +2   +5    +2    Acrobatics +2                              +1    +0 ft.
7th    +5          +2   +5    +2    Sneak attack +4d6, speed climb             +1    +0 ft.
8th    +6/+1       +2   +6    +2    Fast movement                              +1    +10 ft.
9th    +6/+1       +3   +6    +3    Sneak attack +5d6, Improved poison use     +1    +10 ft.
10th   +7/+2       +3   +7    +3    Hide in Plain Sight                        +2    +10 ft.
11th   +8/+3       +3   +7    +3    Sneak attack +6d6                          +2    +10 ft.
12th   +9/+4       +4   +8    +4    Acrobatics +4, Stealth Mastery             +2    +10 ft.
13th   +9/+4       +4   +8    +4    Sneak attack +7d6                          +2    +10 ft.
14th   +10/+5      +4   +9    +4    -                                          +2    +20 ft.
15th   +11/+6/+1   +5   +9    +5    Sneak attack +8d6                          +3    +20 ft.
16th   +12/+7/+2   +5   +10   +5    -                                          +3    +20 ft.
17th   +12/+7/+2   +5   +10   +5    Sneak attack +9d6                          +3    +20 ft.
18th   +13/+8/+3   +6   +11   +6    Acrobatics +6                              +3    +20 ft.
19th   +14/+9/+4   +6   +11   +6    Sneak attack +10d6                         +3    +20 ft.
20th   +15/+10/+5  +6   +12   +6    -                                          +4    +30 ft.

Class Features

All of the following are class features of the ninja.

Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchacku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shields.

Trapfinding: Ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

AC Bonus (Ex): When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Quick Draw (Ex): At 2nd level, a ninja can draw a weapon as a free action instead of as a move action. A ninja can also draw a hidden weapon (see the Sleight of Hand skill) as a move action. A ninja may also throw weapons at his full normal rate of attacks (much like a character with a bow).

Poison Use: Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Death Attack: If a ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (ninja's choice). While studying the victim, the ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the ninja or recognize the ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the ninja's class level + the ninja's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the ninja has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 competance bonus to Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level, and to +6 at 18th level.

Speed Climb (Ex): A ninja of 7th level or higher can scramble up and down walls and slopes at great speed. She can climb at her speed as a move action without penalty; however she must begin and end her round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for the distance she fell.

A ninja needs only one free hand to use this ability. This ability can only be used while wearing no armor, and carrying no more than a light load.

Fast Movement (Ex): At 8th level, a ninja gains an enhancement bonus to her speed, as shown on Table: The Ninja. A ninja in armor or carrying a medium or heavy load loses this extra speed.

Improved Poison Use: Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, this is a standard action.)

Hide in Plain Sight (Ex): At 10th level, ninja can use the Hide skill even while being observed, and does not need anything to actually hide behind.

Stealth Mastery (Ex): At 12th level or higher a ninja can take 10 on Hide and Move Silently checks even during condition that would normally prevent the ninja from doing so.[/sblock]
 

Altered Ranger
[sblock]Alignment: Any.
Hit Die: d8
Class Skills: The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
Level  BAB            Fort  Refl  Will  Special                                    Speed
1st  	+1              +2   +2    +0    Favored environment, Track, wild empathy   +0 ft.
2nd 	+2              +3   +3    +0    Combat style                               +0 ft.
3rd 	+3              +3   +3    +1    Endurance                                  +0 ft.
4th 	+4              +4   +4    +1    Animal companion                           +0 ft.
5th 	+5              +4   +4    +1    2nd favored environment                    +0 ft.
6th 	+6/+1           +5   +5    +2    Improved combat style, fast movement       +10 ft.
7th 	+7/+2           +5   +5    +2    Woodland stride                            +10 ft.
8th 	+8/+3           +6   +6    +2    Swift tracker                              +10 ft.
9th 	+9/+4           +6   +6    +3    Evasion                                    +10 ft.
10th 	+10/+5          +7   +7    +3    3rd favored environment                    +10 ft.
11th 	+11/+6/+1       +7   +7    +3    Combat style mastery                       +10 ft.
12th 	+12/+7/+2       +8   +8    +4    Natural Bond                               +10 ft.
13th 	+13/+8/+3       +8   +8    +4    Camouflage                                 +10 ft.
14th 	+14/+9/+4       +9   +9    +4                                               +20 ft.
15th 	+15/+10/+5      +9   +9    +5    4th favored environment                    +20 ft.
16th 	+16/+11/+6/+1   +10  +10   +5    Improved natural bond                      +20 ft.
17th 	+17/+12/+7/+2   +10  +10   +5    Hide in plain sight                        +20 ft.
18th 	+18/+13/+8/+3   +11  +11   +6                                               +20 ft.
19th 	+19/+14/+9/+4   +11  +11   +6                                               +20 ft.
20th 	+20/+15/+10/+5  +12  +12   +6    5th favored environment                    +20 ft.


Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored environment (Ex): At 1st Level, a Ranger may select a natural environment from among those on the Ranger Favored Envornments table. Due to the ranger's experience in that envoronment, he gains a +2 bonus on Hide, Listen, Moce Silently, Spot, and Survival checks when in that environment.He also gains the sam bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge [dungeoneering] checks made in association with underground terrain).
At 5th, 10th, 15th, and 20th level, a ranger may select an additional favored environment from those on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected if desired) increase by 2.

A DM may rule that a ranger cannot select an environment they have not visited.

Code:
Environment             Examples
Aquatic                 sea, ocean
Desert, cold            tundra, glaciers
Desert, temperate       badlands
Desert, warm            sandy desert
Forest, cold or warm    forest
Forest, warm            jungle
Hills                   rugged terrain up to 2,000 ft elevation
Marsh                   bogs, moor, swamp
Mountain                rugged terrain above 2,00 ft elevation
Plains                  farmland, grasslands, steppes, prairie
Underground             dungeons, caverns

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Fast movement (Ex): At 6th level, a ranger's speed improves by +10 ft while wearing medium, light, or no armor, and while under less than heavy encumberance. At 14th level this bonus increases to +20 ft.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Natural Bond (Ex): At 12th level, a ranger is considered 3 levels higher for the purposes of determining his effective druid level when determining animal companion benefits. Formula: (ranger level / 2) + 3.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Improved Natural Bond (Ex): At 16th level, a ranger is considered to be an additional 3 levels higher than before for determining animal companion benefits. Formula: (ranger level / 2) + 6.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.[/sblock]
 

Have you thought about using a different rules set? I think something like Grim Tales, Midnight (minus the setting), or A Game of Thrones (again, minus the setting) might make things easier for you.
 

Yeah, just don't own any other rulesets at the moment- that and trying to keep it as close to normal D&D as we can....as close as ya can get without magic that is.
 

Hmm, as an observation, why would I ever play a Rogue with the Ninja around?

And why did you muck with the Ranger? There's a Complete Warrior varient that replaces the spells for Fast movement (+10 ft.), and a couple other abilities. And honestly, in a no-magic game I think the ranger is going to be pretty powerful with just the spell abilities ripped out.

Just my opinions. Take them for what they're worth.
 

Lobo Lurker said:
why would I ever play a Rogue with the Ninja around?
Quite. Is that Ninja meant to replace both the standard Ninja and the Rogue?


Lobo Lurker said:
And why did you muck with the Ranger? There's a Complete Warrior varient that replaces the spells for Fast movement (+10 ft.), and a couple other abilities.
Personally, I don't go much on that variant. Not to say it's not usable, but it just feels. . . wrong, or something. *shrug*


Lobo Lurker said:
And honestly, in a no-magic game I think the ranger is going to be pretty powerful with just the spell abilities ripped out.
Compared with a Fighter or Barbarian, though? Hmm. . .
 

Rogue vs Ninja) Depends on how you prefer to use Rogues.....I admit that the Ninja is better in a straightforward assassination style....but the Rogue still has better skill progression, more class skills, gets to actually wear armor, harder to flank, access to special rogue abilites, better at avoiding traps. The Ninja mainly is just better at killing a target(s).

Ranger) Started out with the Complete Warrior variant, but....it had magical abilities in place of the spellcasting, so I decided to pump up the companion a tad instead.

Some of the variation may seem powerful, but keep in mind they won't ever see magic gear that most experienced players tend to equip the normal versions with.
 
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If you are truly trying to teach the very basics of just combat, then why not just go for an all-fighter party? That way the players don't have to worry about figuring out the special abilities of all the different classes, or worry too much about skill use. Different feat choices would make the characters stand out from one another, and give them a chance to see the different basic types of combat (2WF vs sword and board vs archery vs mounted, etc).

Spells can be kinda complicated, but so can a lot of other things you are still leaving in. Also, an all-fighter party means you can have some cool combat-oriented adventures (gladatorial combat is an easy and fun idea), and not have the player with the rouge feeling left out or under-powered.

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If the party needs some non-fighter type for a specific adventure, you can always have an NPC join up with them for a time. Then the DM can control all the extra stuff, and all the player need to hear is "he heals you for 8 hit points", or "he disarms the trap".
 
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