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| Aurotuli04-25-04, 02:44 PM | 'How much longer will it take to get there!' she asked the guide, half certain already that they were lost. 'It shouldn't take too much longer. I think.' he replied. 'You think?! Just how long has it been since you've seen anything you recognize!' she yelled, swiping her hand about as if to display the terrain around them. Waist high grasses covered the gently rolling hills. Trees sparsely sprinkled among them and offering little shade. 'Well, that tree we passed an hour or so back rather resembled the one I had been told to look for.' 'Resembled? But I thought you had traveled this way before?! That's what you told us when we hired you.' The taller of the two adventurers questioned their guide. 'Well, I have been in this region before - just not along this particular path.' 'What! And what path do you speak of? There are no paths in this rugged land!' he angrily stated in reply, wondering when they'd next see a familiar sight again. 'Oh there are plenty enough,' a voice replied from off to the left. It was a rugged voice, a littl harsh as if not commonly used. Turning swiftly they saw a man standing near them. He was dressed in leather armor rough with age and wear, and his skin had the tanned look of one not often shaded from the sun. The guide became a little unnerved when he noticed that there was no break in the grasses to show how the stranger had arrived where he was standing. 'Who are you?' the woman asked him. 'How long have you been standing there?' asked the second. The guide remained silent. He had heard of a wanderer in this region who disdained civilization and usually kept to himself. It was rumored that he no trail could be hidden from his gaze, that he could not be tracked, and that he could go for days without food without the aid of magic. If this was he, then perhaps they were not yet lost. The Frontiersman (yes, the name likely needs work) Some awaken to the gift of psionic ability suddenly. There is no warning that they might be different until suddenly a power manifests. For others, however, the gift is more gradual in its development. Aware from a young age that they are different, but not entirely sure as to how or why, they often leave there homes and even civilization itself behind. They travel about, seeking the truth of their inner nature and slowly growing in psionic ability as a result. Their constant travels soon bring about another result: an awareness and understanding of the lands they move through and the means necessary to survive in them. Their often isolation from others results in a strong sense of individuality and self-sufficiency. What was once a need to be apart due to a certainty of not being like others eventually becomes a desire to be apart due to not wishing to be burdened with the presense of others. Frontiersmen tend to be silent when there is no need for chatter. They can seem aloof at times due to their lack of social skills, and they avoid heavily settled lands when possible. They are firm in their belief that they can survive any challenge nature throws at them - often with good reason. They can usually be counted on to aid the lost in finding their way back to civilization - if for no other reason than to remove them from the pure expanse of nature. Frontiersman (Ftm) HD: d8 BAB: high Saves: Good Fort and Refl, Poor Will Skill Pts: 6 + Int Class Skills: Autohypnosis (wis), Climb (str), Concentration (con), Craft (int), Heal (wis), Hide (dex), Jump (str), Knowledge (dungeoneering, geography, nature, psionics) (int), Listen (wis), Move Silently (dex), Profession (wis), Ride (dex), Search (int), Spot (wis), Survival (wis), Swim (str), Use Psionic Device (cha), Use Rope (dex). Specials 01 1st Familiar Environment, Self-Sufficient, Wild Talent 02 Combat Style, Track 03 Endurance 04 Follow the Trail 05 2nd Familiar Environment, Hidden Tracker 06 Improved Combat Style 07 Woodland Stride 08 Swift Tracker 09 Evasion, Trackless Step 10 3rd Familiar Environment 11 Combat Style Mastery 12 13 Camouflage 14 15 4th Familiar Environment 16 17 Hide in Plain Sight 18 19 20 5th Familiar Environment Powers Max Power PP Known Lv Known** 01 2* - -- 02 2* - -- 03 2* - -- 04 3 2 1st 05 4 2 1st 06 6 3 1st 07 8 3 1st 08 11 4 1st 09 14 4 2nd 10 18 5 2nd 11 22 5 2nd 12 27 6 2nd 13 32 6 3rd 14 38 7 3rd 15 44 7 3rd 16 51 8 3rd 17 58 8 4th 18 66 9 4th 19 74 9 4th 20 83 10 4th * These two points come from the feat Wild Empathy. Thus at level 3 the Frontiersman gains 1 PP, resulting in having a total of 3 PP (as shown above). Also note that his psionic powers is based on wisdom. As such, a high wisdom score might bestow additional points. Note that he uses the Psychic Warriors list of powers. ** As there are no 0 level powers his manifestor level is +1 what might normally be expected: ranging from 1 to 5 instead of 0 to 4. Familiar Environment (Ex): as suggested in UA. The Frontiersman gains a +2 bonus to Hide, Knowledge (nature or dungeoneering), Listen, Move Silently, Spot, and Survival checks while within his familiar environment. Every time this special is gained the character gains a +2 bonus in addition to the new environment chosen. The +2 bonus can be placed with any environment known - including the one just chosen for that level. The environments available are as follows: Aquatic, Caverns, Deserts, Forests, Hills, Marsh, Mountains, Plains, and Shore. Note that each of these can be either Cool, Temperate, or Warm. Cool Plains is tundra type environments, while warm plains is savana. If neither Cool nor Warm is chosen it is assumed to be Temperate (similar to prairies). Moutains are not available in Warm, and Shore automatically receives Temperate in addition to either Cool or Warm. The DM has the option of removing the Temperate type, in which case it is assumed as a bonus to each biome (ie: choose Warm and you get both Warm and Temperate). In such a situation Moutain and Shore only have one entry each (as Mountain is only Cool and Temperate and Shore covers all types of beaches, seasides, and shores along rivers and such regardless of temperature). Follow the Trail (Ex): The Frontiersman is highly skilled in finding and following trails of all types. He gains a competence bonus to checks made to find, follow, and cover trails that is equal to half his class level. --- I created this both to create a psionic ranger and to attempt to create a psionic class with a delayed progression. I tried to keep in balanced by replacing in a one- to - one manner. This was not always possible: Animal Companion is not equivalent to a Psicrystal, for instance, and a psicrystal may or may not work with the idea of the isolationistic frontiersman - although the feat is available to them from 1st level due to the bonus feat Wild Talent. I detailed what I changed and why below: - He is less in tune with the animals around him, so I removed Handle Animal and Wild Empathy. He depends on his own abilties rather than others, so I granted him Self-Sufficient and Autohypnosis. - His lack of closeness with animals results in his loss of an Animal Companion. I briefly considered giving him the feat Psicrystal Affinity, but I believe most would accept that a psicrystal is not an even match for an animal companion. Instead I focused on his nature as a trail blazer and gave him Follow the Trail, Hidden Tracker (which goes well with Swift Tracker), and Trackless Step (a natural extension of Hidden Tracker). - He is slowly awakening to his psionic talent (Wild Talent at Ftm 1). Indeed, this talent may be the reason he felt a need to be apart from others - the sense that he is different. For this reason I assumed a curiosity within him in matters dealing with psionics. He is granted Use Psionic Device as he will likely be drawn towards such out of curiosity, and he is granted Knowledge (psionics) although I admit he will likely be mostly self- taught. - As a final note: Hide in Plain Sight is considered a psionic supernatural ability rather than a magical one. (I am assuming, of course, that the Ex next to the Ranger's HiPS ability is a mistake as the Shadow Dancer has an ability of the same name but with a Su next to it. If I am mistaken and the Ranger's HiPS ability is extraordinary then the Frontiersman ability by the same name is also extraordinary.) Thoughts? Ideas? Questions? I'll be back in a few hours to answer replies. |
| Xaxor04-25-04, 03:09 PM | The Ranger doesn't get any 0 level spells. They get spells of levels 1-4 only. So they should get up to level 4 powers. I think the pp progression is a little high... it might be better to slow it down a bit. It almost comes even with the Psychic Warrior. I don't think you should be adding any more bonus feats. Removing the Animal companion and Wild Empathy might make a single power at level 1 acceptable. The ranger would not gain another power until level 4 of course. I don't really think it needs any more abilities than it normally has. Familiar Environment is weaker than Favored Enemy, but I think the inclusion of psionic abilities more than balances it all out. But keep the manifester level as 1/2 the class level, as it is with spells. In short, if you take away the Animal companion and Wild Empathy, and change Favored Enemy to Familiar environment, I think granting up to 4th level powers is fine. |
| Aurotuli04-25-04, 07:46 PM | Ranger - - - - - -Frontiersman Handle Animal - - Autohypnosis Wild Empathy - - Self-Sufficient Till now we have an even trade off between class traits. One skill for one skill. One low level special for one low level special. Animal Companion - Follow the Trail, Hidden Tracker, Trackless Step Animal Companion can be used in combat. You are effectively getting a cohort that is actually useful in combat. That in and of itself means it is worth more than a single non-combat special. Note that not one of the specials I grant the Frontiersman in replacement of Animal Companion can be used in combat. All deal with tracking (Follow the Trail, Hidden Tracker) or not being tracked (Trackless Step). I see no balance issues in this. The remaining differences are minor. All psionic classes have Knowledge (psionics) so it cannot be removed. Furthermore, the Pychic Warrior - the closest equivalent psionic class to what I am creating, receives Use Psionic Device as a class skill - as all non- psion psionic classes that receive level based power points. I had forgotten about the lack of 0 level spells for Rangers, so I reduced the level of power manifestation to 4th by extending 1st an extra level (5 levels of 1st, 4 of 2nd, 4 of 3rd, and 4 of 4th). I also reduced the power points by two levels from my previous pattern (a 20 pt difference) so that now the Fnt is the lowest PP psionic class (excluding the Soulknife, which does not receive level based PP). Thus, the Frontiersman class does not gain any class related power points of its own until level 4. Until then all it has are the 2 PP from the feat Wild Talent. The main reason for the Wild Talent is 1) to follow the pattern that all psionic classes have at least power points at first level - even if they receive no more later, and 2) so psionic feats can be taken before 4th level. So, having reduced the number level of manifestation by 1 (which I would have done had I remembered that fact about rangers) and having reduced the power points received by two levels (a good idea - one of the reasons I posted the class was to receive such ideas, thank you), I believe this class is now balanced. As a final note: I've been in too many games where animal companions were used to great effect in battle to underscore their worth. In there place I would grant one upper level combat ability, two lower level combat abilities, two higher level non-combat abilities, or three lower level non-combat abilities. The latter was my choice. Oh, and by upper level non-combat abilities I speak of such as Venom Immunity, etc. And please note that I have no wish to allow the gaining of any powers at level 1. This is meant to be a psionic ranger equivalent, and rangers do not receive spells at first level. It is also meant to be an attempt to create a delayed power psionic class, which also precludes the possibility of powers at first level. I will note that you are correct in your next to final statement. If powers are received at first level (thus allowing progression up to level 6 vis a vis Bard or Psychic Warrior) then there would be no need to gain anything for the loss of Animal Companion and Wild Empathy. The early powers and extra two manifestor levels by Lv 20 would be more than enough to make up for the two. I have no intention of having the Frontiersman gain any powers before level 4 or in having him gain any manifestor levels beyond 4th. He is to be a ranger equivalent. |