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Unearthed Arcana: Another New Ranger Variant
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<blockquote data-quote="Minigiant" data-source="post: 7680529" data-attributes="member: 63508"><p>The thing is</p><p></p><p>The paladin's steed is a CR 1/2 warhorse, CR 1/8 pony, CR 1/4 elk, CR 1/8 mastiff, or CR 18 camel that never gets stronger. It wipes on less than damage and can't hit the broad side of a barn byy the time you can willing to resummon it when not on downtime. It's effect HP is ~15* the number of 2nd or higher spell slots you are willing to burn on it. And every slot you do use to resummon is is one less divine smite.</p><p></p><p><span style="font-size: 9px">Find Steed Warhorse</span></p><p><span style="font-size: 9px">Acts: Has own actions</span></p><p><span style="font-size: 9px">HP: 19 +19*slots used to resummon it</span></p><p><span style="font-size: 9px">Speed: 60'</span></p><p><span style="font-size: 9px">AC: 11 OR barding</span></p><p><span style="font-size: 9px">Attack rolls: +4</span></p><p><span style="font-size: 9px">Damage: 11 </span></p><p><span style="font-size: 9px">Duration: Permanent</span></p><p><span style="font-size: 9px">Other: Trampling Charge, Can be used as a mount for medium or smaller characters.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Beastmaster Mastiff</span></p><p><span style="font-size: 9px">Acts: Uses master's actions</span></p><p><span style="font-size: 9px">HP: 5 OR Ranger level *4 (44 at level 11)</span></p><p><span style="font-size: 9px">AC: 12 + Ranger's Proficiency (16 at level 11) OR barding</span></p><p><span style="font-size: 9px">Speed: 40'</span></p><p><span style="font-size: 9px">Attack rolls: +3 + Ranger's Proficiency (7 at level 11)</span></p><p><span style="font-size: 9px">Damage: 4 + Ranger's Proficiency (8 at level 11)</span></p><p><span style="font-size: 9px">Duraction: Permanent</span></p><p><span style="font-size: 9px">Other: keen hearing and smell. can be used as a mount for small characters.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Neoranger's spirit bear</span></p><p><span style="font-size: 9px">Acts: Has own actions </span></p><p><span style="font-size: 9px">HP: 34 OR Half the Ranger level (~52 at level 11)</span></p><p><span style="font-size: 9px">AC: 11 </span></p><p><span style="font-size: 9px">Speed: 40', Climb 30'</span></p><p><span style="font-size: 9px">Attack rolls: +5 + Ranger's wisdom (~+7 at level 11)</span></p><p><span style="font-size: 9px">Damage: 8 + 11</span></p><p><span style="font-size: 9px">Duration: 1 minute</span></p><p><span style="font-size: 9px">Other: keen smell.</span></p><p> </p><p>If you average the AC/Hp, level 11 beast companion is about a CR 4 creature defensively and hits 50% of the time of a CR 11 creature for 8 damage for attack. The spirit beast is a high end CR 1 creature and the found steed is a CR 1/2 creature or worse. As for a necormancer, almost everything undead over CR 2 will keep getting saving throws and eventually breaks free. And the bound planar is very expensive. It's not an equal game and the tradeoffs are there.</p><p></p><p>A free willed beastmaster beast might not look too bad. But allowing the ranger to get Weapon/Weapon/Beast instead of WeaponBeastBeast each turn can get bad <em>fast</em>. It becomes a virtual free attack each turn without giving up your 2 sharpshooter bow shots or relying on positioning or targeting like the hunter does. It could easily catch a DM off gaurd.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 7680529, member: 63508"] The thing is The paladin's steed is a CR 1/2 warhorse, CR 1/8 pony, CR 1/4 elk, CR 1/8 mastiff, or CR 18 camel that never gets stronger. It wipes on less than damage and can't hit the broad side of a barn byy the time you can willing to resummon it when not on downtime. It's effect HP is ~15* the number of 2nd or higher spell slots you are willing to burn on it. And every slot you do use to resummon is is one less divine smite. [SIZE=1]Find Steed Warhorse Acts: Has own actions HP: 19 +19*slots used to resummon it Speed: 60' AC: 11 OR barding Attack rolls: +4 Damage: 11 Duration: Permanent Other: Trampling Charge, Can be used as a mount for medium or smaller characters. Beastmaster Mastiff Acts: Uses master's actions HP: 5 OR Ranger level *4 (44 at level 11) AC: 12 + Ranger's Proficiency (16 at level 11) OR barding Speed: 40' Attack rolls: +3 + Ranger's Proficiency (7 at level 11) Damage: 4 + Ranger's Proficiency (8 at level 11) Duraction: Permanent Other: keen hearing and smell. can be used as a mount for small characters. Neoranger's spirit bear Acts: Has own actions HP: 34 OR Half the Ranger level (~52 at level 11) AC: 11 Speed: 40', Climb 30' Attack rolls: +5 + Ranger's wisdom (~+7 at level 11) Damage: 8 + 11 Duration: 1 minute Other: keen smell.[/SIZE] If you average the AC/Hp, level 11 beast companion is about a CR 4 creature defensively and hits 50% of the time of a CR 11 creature for 8 damage for attack. The spirit beast is a high end CR 1 creature and the found steed is a CR 1/2 creature or worse. As for a necormancer, almost everything undead over CR 2 will keep getting saving throws and eventually breaks free. And the bound planar is very expensive. It's not an equal game and the tradeoffs are there. A free willed beastmaster beast might not look too bad. But allowing the ranger to get Weapon/Weapon/Beast instead of WeaponBeastBeast each turn can get bad [I]fast[/I]. It becomes a virtual free attack each turn without giving up your 2 sharpshooter bow shots or relying on positioning or targeting like the hunter does. It could easily catch a DM off gaurd. [/QUOTE]
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