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The Ranger: You got spellcasting in my peanut butter!
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<blockquote data-quote="Remathilis" data-source="post: 6348200" data-attributes="member: 7635"><p>I think I realize WHY I like the spells vs. "supernatural" ranger* </p><p></p><p>According to TWSNBN, rangers at 2nd level get two spell choices. Some of their spells are very obvious magic (alarm, fog cloud, hail of thorns) but some are very "low" magic (cure wounds could be herbcraft, hunter's mark and longstrider are self-buffs representing ranger-craft). This gives me the option to do a more "low magic feeling ranger or a high-magic/druidic one (or mix). Further,, if a new spell comes out, I can just take it, I don't need to revise the ranger class to include it. </p><p></p><p>Just for a further example: The Alpha gives a 20th level ranger 11 spells known and up to 5th level spells slots. Lets build a "low magic" ranger:</p><p></p><ol> <li data-xf-list-type="ol">Cure Wounds (represents Herbcraft)</li> <li data-xf-list-type="ol">Hunter's Mark (ranger combat skill)</li> <li data-xf-list-type="ol">Longstrider (moving with supernatural speed in all terrains)</li> <li data-xf-list-type="ol">Find Traps (near supernatural sense of ambush)</li> <li data-xf-list-type="ol">Hunter's Veil (Wilderninja)</li> <li data-xf-list-type="ol">Nondetection (A ranger is only found when he wants to be)</li> <li data-xf-list-type="ol">Speak with Plants (The markings on this tree tells of danger)</li> <li data-xf-list-type="ol">Freedom of Movement (No bonds shall hold me)</li> <li data-xf-list-type="ol">Locate Creature (My tracking is nearly supernatural: "A hobbit lay here")</li> <li data-xf-list-type="ol">Commune with Nature (I can sense the world's ebb and flow)</li> <li data-xf-list-type="ol">Swift Quiver (I'm never without an arrow)</li> </ol><p></p><p>All of them can represent a near mystical bond with the earth and/or training beyond common woodsmen. </p><p></p><p>* At the very least, you need supernatural ability to make a ranger. A woodsman with only mundane skill is just a fighter with the outlander background.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6348200, member: 7635"] I think I realize WHY I like the spells vs. "supernatural" ranger* According to TWSNBN, rangers at 2nd level get two spell choices. Some of their spells are very obvious magic (alarm, fog cloud, hail of thorns) but some are very "low" magic (cure wounds could be herbcraft, hunter's mark and longstrider are self-buffs representing ranger-craft). This gives me the option to do a more "low magic feeling ranger or a high-magic/druidic one (or mix). Further,, if a new spell comes out, I can just take it, I don't need to revise the ranger class to include it. Just for a further example: The Alpha gives a 20th level ranger 11 spells known and up to 5th level spells slots. Lets build a "low magic" ranger: [LIST=1] [*]Cure Wounds (represents Herbcraft) [*]Hunter's Mark (ranger combat skill) [*]Longstrider (moving with supernatural speed in all terrains) [*]Find Traps (near supernatural sense of ambush) [*]Hunter's Veil (Wilderninja) [*]Nondetection (A ranger is only found when he wants to be) [*]Speak with Plants (The markings on this tree tells of danger) [*]Freedom of Movement (No bonds shall hold me) [*]Locate Creature (My tracking is nearly supernatural: "A hobbit lay here") [*]Commune with Nature (I can sense the world's ebb and flow) [*]Swift Quiver (I'm never without an arrow) [/LIST] All of them can represent a near mystical bond with the earth and/or training beyond common woodsmen. * At the very least, you need supernatural ability to make a ranger. A woodsman with only mundane skill is just a fighter with the outlander background. [/QUOTE]
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The Ranger: You got spellcasting in my peanut butter!
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