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*Pathfinder & Starfinder
yet another Ranger class
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<blockquote data-quote="Kyramus" data-source="post: 771682" data-attributes="member: 7072"><p>Actually I posted it for actual critique instead of a diatribe of "it's too powerful" or "it's too stupid" or some other stuff.</p><p></p><p>Now we have some flesh. </p><p></p><p></p><p></p><p>Already stated the iron will above.</p><p>Makeshift weapons? give them the skill points to take craft weaponsmithing and that's pretty much what they will do.</p><p></p><p>Unarmed fighting vs Animal friendship. By level 10 the ranger's animal friendship total is 10 HD. let's see. What's the difference?</p><p></p><p>Unarmed fighting means the ranger himselfs fights his battles. with animal friendship, the ranger has a special attack animal if he so chooses or a whole slew of animal companions totalling 10hd to act as scouts and such.</p><p></p><p>I think this alone is more than satisfactory trade off. let's go further.</p><p></p><p>Rangers spell list starting at 4th level ranger.</p><p>1st-LEVEL RANGER SPELLS </p><p>Alarm Wards an area for 2 hours/level. </p><p>Animal Friendship Gains permanent animal companions. </p><p>Delay Poison Stops poison from harming subject for 1 hour/level. </p><p>Detect Animals or Plants Detects species of animals or plants. </p><p>Detect Snares and Pits Reveals natural or primitive traps. </p><p>Entangle Plants entangle everyone in 40-ft.-radius circle. </p><p>Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage. </p><p>Pass without Trace One subject/level leaves no tracks. </p><p>Read Magic Read scrolls and spellbooks. </p><p>Resist Elements Ignores first 12 damage from one energy type each round. </p><p>Speak with Animals The caster can communicate with natural animals. </p><p>Summon Nature's Ally I Calls animal to fight for the caster. </p><p></p><p><strong>Asides from animal friendship they have temporary combat personel from nature's ally!! can't be tracked? entangle people?</strong></p><p></p><p> </p><p>2nd-LEVEL RANGER SPELLS </p><p>Animal Messenger Sends a Tiny animal to a specific place. </p><p>Cure Light Wounds Cures 1d8 +1/level damage (max +5). </p><p>Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects. </p><p>Hold Animal Holds one animal helpless; 1 round/level. </p><p>Protection from Elements Absorb 12 damage/level from one kind of energy. </p><p>Sleep Put 2d4 HD of creatures into comatose slumber. </p><p>Snare Creates a magical booby trap. </p><p>Speak with Plants The caster can talk to normal plants and plant creatures. </p><p>Summon Nature's Ally II Calls animal to fight for the caster. </p><p> </p><p><strong> hmm more combat friends, protection against elements?? minor curing ability. </strong></p><p></p><p>3rd-LEVEL RANGER SPELLS </p><p>Control Plants Talk to and control plants & fungi.</p><p>Cure Moderate Wounds Cures 2d8+1/level damage (max +10). </p><p>Diminish Plants Reduces size or blights growth of normal plants. </p><p>Greater Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5). </p><p>Neutralize Poison Detoxifies venom in or on subject. </p><p>Plant Growth Grows vegetation, improves crops. </p><p>Remove Disease Cures all diseases affecting subject. </p><p>Summon Nature's Ally III Calls animal to fight for the caster. </p><p>Tree Shape The caster looks exactly like a tree for 1 hour/level. </p><p>Water Walk Subject treads on water as if solid. </p><p> </p><p></p><p><strong> more curing ability, control over plants, neutralize posion, make a thorn bush worse, more combat support, hide as a tree, and walk on water. Hmmm yeah I think that's better than unarmed fighting.</strong></p><p></p><p>4th-LEVEL RANGER SPELLS </p><p>Cure Serious Wounds Cures 3d8 +1/level damage (max +15). </p><p>Freedom of Movement Subject moves normally despite impediments. </p><p>Nondetection Hides subject from divination, scrying. </p><p>Polymorph Self The caster assumes a new form. </p><p>Summon Nature's Ally IV Calls animal to fight for the caster. </p><p>Tree Stride Step from one tree to another far away. </p><p>Wind Wall </p><p></p><p><strong> woooo more curing, freedom of movement, can't be detected, change shape, more combat support, limited dim door ability, and finally wind wall????</strong></p><p></p><p>oh sure, Unarmed fighting is TOOOOO powerful to be used to replace 2 feats of two weapon fighting and ambidexterity as well as the spell capacity.</p><p></p><p>weigh it. I think you'll see where i'm coming from. and No i didn't post it to validate what I think. I posted to see clear critiques to point the strengths and weaknesses. I'm shown you my view of the class that I made vs the existing class. I believe in it's own way both are balanced.</p></blockquote><p></p>
[QUOTE="Kyramus, post: 771682, member: 7072"] Actually I posted it for actual critique instead of a diatribe of "it's too powerful" or "it's too stupid" or some other stuff. Now we have some flesh. Already stated the iron will above. Makeshift weapons? give them the skill points to take craft weaponsmithing and that's pretty much what they will do. Unarmed fighting vs Animal friendship. By level 10 the ranger's animal friendship total is 10 HD. let's see. What's the difference? Unarmed fighting means the ranger himselfs fights his battles. with animal friendship, the ranger has a special attack animal if he so chooses or a whole slew of animal companions totalling 10hd to act as scouts and such. I think this alone is more than satisfactory trade off. let's go further. Rangers spell list starting at 4th level ranger. 1st-LEVEL RANGER SPELLS Alarm Wards an area for 2 hours/level. Animal Friendship Gains permanent animal companions. Delay Poison Stops poison from harming subject for 1 hour/level. Detect Animals or Plants Detects species of animals or plants. Detect Snares and Pits Reveals natural or primitive traps. Entangle Plants entangle everyone in 40-ft.-radius circle. Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage. Pass without Trace One subject/level leaves no tracks. Read Magic Read scrolls and spellbooks. Resist Elements Ignores first 12 damage from one energy type each round. Speak with Animals The caster can communicate with natural animals. Summon Nature's Ally I Calls animal to fight for the caster. [b]Asides from animal friendship they have temporary combat personel from nature's ally!! can't be tracked? entangle people?[/b] 2nd-LEVEL RANGER SPELLS Animal Messenger Sends a Tiny animal to a specific place. Cure Light Wounds Cures 1d8 +1/level damage (max +5). Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects. Hold Animal Holds one animal helpless; 1 round/level. Protection from Elements Absorb 12 damage/level from one kind of energy. Sleep Put 2d4 HD of creatures into comatose slumber. Snare Creates a magical booby trap. Speak with Plants The caster can talk to normal plants and plant creatures. Summon Nature's Ally II Calls animal to fight for the caster. [b] hmm more combat friends, protection against elements?? minor curing ability. [/b] 3rd-LEVEL RANGER SPELLS Control Plants Talk to and control plants & fungi. Cure Moderate Wounds Cures 2d8+1/level damage (max +10). Diminish Plants Reduces size or blights growth of normal plants. Greater Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5). Neutralize Poison Detoxifies venom in or on subject. Plant Growth Grows vegetation, improves crops. Remove Disease Cures all diseases affecting subject. Summon Nature's Ally III Calls animal to fight for the caster. Tree Shape The caster looks exactly like a tree for 1 hour/level. Water Walk Subject treads on water as if solid. [b] more curing ability, control over plants, neutralize posion, make a thorn bush worse, more combat support, hide as a tree, and walk on water. Hmmm yeah I think that's better than unarmed fighting.[/b] 4th-LEVEL RANGER SPELLS Cure Serious Wounds Cures 3d8 +1/level damage (max +15). Freedom of Movement Subject moves normally despite impediments. Nondetection Hides subject from divination, scrying. Polymorph Self The caster assumes a new form. Summon Nature's Ally IV Calls animal to fight for the caster. Tree Stride Step from one tree to another far away. Wind Wall [b] woooo more curing, freedom of movement, can't be detected, change shape, more combat support, limited dim door ability, and finally wind wall????[/b] oh sure, Unarmed fighting is TOOOOO powerful to be used to replace 2 feats of two weapon fighting and ambidexterity as well as the spell capacity. weigh it. I think you'll see where i'm coming from. and No i didn't post it to validate what I think. I posted to see clear critiques to point the strengths and weaknesses. I'm shown you my view of the class that I made vs the existing class. I believe in it's own way both are balanced. [/QUOTE]
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