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| catzo11-04-05, 10:16 PM | Ok I'm just doing a balance check to see if you think any of the following is too powerfull compared to the others. They will ofcourse be differences. Ranger (As per PHB.) Bounty hunter (As Per slayers D20. A few changes though: Added Bolas and Hand crossbow to proficiencies, and upgraded Fast movement +5 to +10 added Woodland stride instead of Fast movement +10) Bounty hunter have the following game statistics. Alignment: Any. Hit Die: d8. Proficiencies: All martial and simple weapons, Bolas and Hand crossbows. Light armour and shields (but not tower shield). Class Skills balance, bluff, climb, concentrate, craft, forgery, gather information, handle animal, hide, intimidate, jump listen, move silent, profession, ride, sense motive, spot, survival, swim, tumble and use rope. Skill Points at 1st Level: (6 + Int modifier) × 4. Skill Points at Each Additional Level: 6 + Int modifier. Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +2 +0 Wild empathy, Track 2nd +2 +3 +3 +0 Bonus feat 3rd +3 +3 +3 +1 Uncanny dodge 4th +4 +4 +4 +1 - 5th +5 +4 +4 +1 Trap sense +1 6th +6/+1 +5 +5 +2 Bonus feat 7th +7/+2 +5 +5 +2 Improved uncanny dodge 8th +8/+3 +6 +6 +2 Swift tracker 9th +9/+4 +6 +6 +3 Evasion 10th +10/+5 +7 +7 +3 Bonus feat, Trap sense +2 11th +11/+6/+1 +7 +7 +3 - 12th +12/+7/+2 +8 +8 +4 Woodland stride 13th +13/+8/+3 +8 +8 +4 - 14th +14/+9/+4 +9 +9 +4 Bonus feat 15th +15/+10/+5 +9 +9 +5 TRap sense +3 16th +16/+11/+6/+1 +10 +10 +5 Fast movement +10 17th +17/+12/+7/+2 +10 +10 +5 - 18th +18/+13/+8/+3 +11 +11 +6 Bonus feat 19th +19/+14/+9/+4 +11 +11 +6 - 20th +20/+15/+10/+5 +12 +12 +6 Trap sense +4 Bonus feats: Combat expertise (Improved disarm, Improved trip), endurance (diehard), Exotic weapon proficiency, Improved unarmed strike (Improved grabble, Stunning fists), Skill focus, Toughness, Weapon focus Ranger: without magic (as talked about here (http://boards1.wizards.com/showthread.php?t=525345).) No Spells, no Animal companion, instead the following feats - Nature Sense at 1st level (As druid) - Wild Healing at 2nd level (can use natural materials to heal wounds with a Heal check) from Warcraft RPG. - Trackless Step at 4th level, (as druid) but a Ranger of higher level can still track you with a –10 penalty - Sylvan Grace at 6th level (reduces penalties to Hide and Move Silently in natural terrain) from EQ RPG Wild Healing With 5 ranks (thus min. 2nd level) in the Survival skill you can use natural materials found in the wilderness to heal wounds. Make a DC 15 Survival check representing 1 hour of searching for and preparing roots, rare leaves, berries and other such materials used for a natural brew or poultice. Then you make a DC 10 Heal check (for yourself or another depending on who imbibed the concoction) and the subject recovers 1 hit point of damage for every point that the roll exceeds 10. Wild healing affects a single subject per attempt and the same subject benefits from the concoction only once per day. You gain a +5 competence bonus to the Heal check at 6th level and an add'l +5 every 4 levels (+10 at 10th, +15 at 14th, +20 at 18th). This bonus applies only to Heal checks made for Wild Healing. Sylvan Grace Reduces the -5 penalty to Move Silently or Hide when moving at a speed greater than one-half, but less than your normal speed to 0 and the penalty for doing it while attacking, running or charging to -10. It only applies when the Ranger is in natural surroundings (DM's call). |