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Spell less Ranger
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<blockquote data-quote="Psikerlord#" data-source="post: 6750949" data-attributes="member: 93321"><p>Thanks very much indeed Jaelommiss for your thoughtful analysis and helpful feedback. I will definitely take another pass at it and try to clean up those areas you have identified.</p><p></p><p></p><p>Ah yep oversight - I'll definitely add that in!</p><p></p><p></p><p>My thinking was the damage is automatic, similar to sneak attack, as long as the companion is within range to attack the target (which i guess will usually adjacent, or its own reach). I'll go back and make that clearer, good point.</p><p></p><p></p><p>My intention was if you use a ranged attack, as long as your companion is within movement range of the target, the companion automatically co-ordinates with you, and moves to within reach of the target (if possible) before your attack occurs. Both things happen on your turn. </p><p></p><p></p><p>I must confess I didn't think about scorching ray and so on, and was only thinking about weapon attacks. I think balance wise it would probably be ok adding to spells with attack rolls, but I also like your suggestion about keeping it simple and just adding to weapon attacks (esp in Thule).</p><p></p><p></p><p>My intention was the pet only becomes a fully independent NPC when the ranger is incapacitated or sends it away on a task of some kind. </p><p></p><p>My initial thought for the pet damage was it could replace the hunter's mark spell (but doesnt require concentration), and could also be shared with other party members if desired. </p><p></p><p></p><p>I didn't intend for mixtures to be able to be made outside of a long rest. I suspect it would be too powerful if you could effectively use twice as many slots as normal because you didnt use any slots the previous day. And yes I will insert something confirming being able to use mixtures in a higher slot for stronger effects! </p><p></p><p></p><p> Yeah it is probably borderline OP in combination, but I think as you say that survival aspect will tend to move into the background more at that level for most tables. Also there will be times when the ranger is exhausted or suffering some other disad imposing setback, and this will cancel that out. </p><p></p><p></p><p>My intention was it also applies to the 2d6. Overall I figure the 20th capstone is an ability you only get to use for a short period of time before your PC retires.... Might as well make it big!</p><p></p><p>Not at all - thanks for taking the time, I really appreciate your insight and very helpful comments Jaelommiss.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6750949, member: 93321"] Thanks very much indeed Jaelommiss for your thoughtful analysis and helpful feedback. I will definitely take another pass at it and try to clean up those areas you have identified. Ah yep oversight - I'll definitely add that in! My thinking was the damage is automatic, similar to sneak attack, as long as the companion is within range to attack the target (which i guess will usually adjacent, or its own reach). I'll go back and make that clearer, good point. My intention was if you use a ranged attack, as long as your companion is within movement range of the target, the companion automatically co-ordinates with you, and moves to within reach of the target (if possible) before your attack occurs. Both things happen on your turn. I must confess I didn't think about scorching ray and so on, and was only thinking about weapon attacks. I think balance wise it would probably be ok adding to spells with attack rolls, but I also like your suggestion about keeping it simple and just adding to weapon attacks (esp in Thule). My intention was the pet only becomes a fully independent NPC when the ranger is incapacitated or sends it away on a task of some kind. My initial thought for the pet damage was it could replace the hunter's mark spell (but doesnt require concentration), and could also be shared with other party members if desired. I didn't intend for mixtures to be able to be made outside of a long rest. I suspect it would be too powerful if you could effectively use twice as many slots as normal because you didnt use any slots the previous day. And yes I will insert something confirming being able to use mixtures in a higher slot for stronger effects! Yeah it is probably borderline OP in combination, but I think as you say that survival aspect will tend to move into the background more at that level for most tables. Also there will be times when the ranger is exhausted or suffering some other disad imposing setback, and this will cancel that out. My intention was it also applies to the 2d6. Overall I figure the 20th capstone is an ability you only get to use for a short period of time before your PC retires.... Might as well make it big! Not at all - thanks for taking the time, I really appreciate your insight and very helpful comments Jaelommiss. [/QUOTE]
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