How many hands did your ranger have? And is celestial wolf an exotic or martial weapon proficiency?
Two but he had a prehensile tail for a while after a shrimish with a weremonkey orc warlord.
How many hands did your ranger have? And is celestial wolf an exotic or martial weapon proficiency?
Honestly, I think the Ranger class has outlived its usefulness. Take the martial stuff and blend it with the Barbarian (and perhaps then blend both with Fighter); take the spellcasting and blend it with the Druid. Then model a 'ranger' be some multiclass combination of Fighter, Barbarian, Rogue and Druid (in proportions to suit the individual player).
If we're keeping a distinct Ranger class, it should retain spellcasting, being halfway between the martial Fighter and the primal Druid. The Paladin should likewise retain spellcasting, being halfway between the martial Fighter and the divine Cleric. And there should be a 'partial spellcaster' Mageblade that is halfway between the martial Fighter and the arcane Wizard.
Either solution is fine by me, BTW. But pick one, and go with it!
As I mentioned in the Paladin thread, 3e had a solution for this: Give players the option to swap out spellcasting for other options. If I haven't mentioned it yet today, I really, really, really, really want to see some kind of alternate class ability or ability tree option.
As long as i don't have to spend all my resources (feats, ability scores, skills) to make a ranger, I'd be fine modifying a fighter.
In 4E (before hybrids), I had to make a warlock, multiclass with ranger (for Nature), and take the Skill training in Stealth... just to make a greataxe warrior who can heal, hide, and get along in the wild. That concept didn't come into fullness until level 4 while using all my feats.
Interesting... this may be more PM territory, but I'm curious as to what the warlock brought to the table vis-a-vis the heal/hide/wild/axe concept?
peace,
Kannik
This goes back to something I was thinking during a discussion about fighters being basic/noob-friendly* and wizards being advanced. I don't have a problem with that model... but... I like the idea of having the warlock (or sorcerer) included as a noob-friendly arcanist.I always liked the idea of the ranger as the "smart" fighter with a lot of skills and "trick/knowledge" abilities (which could be spellcasting, snares, terrain bonuses, primal utility powers, animal companion or something else) to complement a somewhat more lightly armored set of fighting abilities.
The most important benefit of a 3.5 ranger's spellcasting ability is that he can use wands of cure X wounds.In my 3.5E games, I give the player a choice: (s)he can play a ranger as-written in the SRD, or (s)he can play a ranger with d10 Hit Dice and no spells. The player almost always chooses the no-spells version.