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The Tinker Ranger
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<blockquote data-quote="77IM" data-source="post: 7565521" data-attributes="member: 12377"><p>My main concern would be that there aren't many options for constructs at low CRs -- you've basically got animated objects and modrons. The modrons are more complicated, but have precious few hit points. Even with Max HP, I would imagine a modron companion just getting smashed to pieces constantly. They also have a ton of attacks which may slow the game down.</p><p></p><p>It might be better balanced and more ranger-ish to allow the creation of clockwork animals (statistics of a beast, but of the construct type). That's probably easier than creating special custom constructs. An alternative path would be to just specify the base statistics of the "Companion Construct" as part of the subclass, and allow it to upgrade as the ranger levels up. E.g., it starts with Str, and Con of 14, Dex and Wis of 10, and Int and Cha of 4; 3d8 hit dice; AC 13 (natural armor); speed 30 ft.; darkvision 60 ft.; and a slam attack for 1d6 bludgeoning. Then, it gets 1 HD per ranger level, and there's a small menu of upgrades (higher damage blade attacks, chain-whip with finesse and reach, better armor, flight rockets or climbing claws, lightning sparks and laser beams, size increase, special senses, stealth mode) that you can apply as it grows, along with some ASIs. That kind of approach would make the subclass MUCH more complex, but easier to balance.</p><p></p><p>The double-concentration thing at lv15 looks scary at first but it's pretty hard to abuse given the ranger's spell list. I guess you could conjure twice as many woodland creatures or something. (Eek... your turn in combat would take 10 minutes!)</p><p></p><p>Also, instead of requiring an hour to rebuild the construct, I'd say you can do it "as part of a short rest." This way you can recover your own HP at the same time and you won't slow the party down by needing two hours (one for you to heal, one to do repairs). Plus if the group uses a house-rule that shortens or lengthens the time of a short rest, the construct repairs still match the new length.</p></blockquote><p></p>
[QUOTE="77IM, post: 7565521, member: 12377"] My main concern would be that there aren't many options for constructs at low CRs -- you've basically got animated objects and modrons. The modrons are more complicated, but have precious few hit points. Even with Max HP, I would imagine a modron companion just getting smashed to pieces constantly. They also have a ton of attacks which may slow the game down. It might be better balanced and more ranger-ish to allow the creation of clockwork animals (statistics of a beast, but of the construct type). That's probably easier than creating special custom constructs. An alternative path would be to just specify the base statistics of the "Companion Construct" as part of the subclass, and allow it to upgrade as the ranger levels up. E.g., it starts with Str, and Con of 14, Dex and Wis of 10, and Int and Cha of 4; 3d8 hit dice; AC 13 (natural armor); speed 30 ft.; darkvision 60 ft.; and a slam attack for 1d6 bludgeoning. Then, it gets 1 HD per ranger level, and there's a small menu of upgrades (higher damage blade attacks, chain-whip with finesse and reach, better armor, flight rockets or climbing claws, lightning sparks and laser beams, size increase, special senses, stealth mode) that you can apply as it grows, along with some ASIs. That kind of approach would make the subclass MUCH more complex, but easier to balance. The double-concentration thing at lv15 looks scary at first but it's pretty hard to abuse given the ranger's spell list. I guess you could conjure twice as many woodland creatures or something. (Eek... your turn in combat would take 10 minutes!) Also, instead of requiring an hour to rebuild the construct, I'd say you can do it "as part of a short rest." This way you can recover your own HP at the same time and you won't slow the party down by needing two hours (one for you to heal, one to do repairs). Plus if the group uses a house-rule that shortens or lengthens the time of a short rest, the construct repairs still match the new length. [/QUOTE]
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