Barb/Rang fixes. [Archive] - Wizards Community

Post/Author/DateTimePost
Kipple Snacks

07-15-07, 09:05 PM
I'm going to be running a game, and I'm trying to find some balance with Barbarians and Rangers to the ToB classes. As it is right now, I've pretty much given up on the fighter, so I'm not even going to bother (actually decided to basically ditch the warrior and make fighter an NPC class). I'm going to use the rebalanced paladin that's floating around page two or three here, so no worries with that.

My current ideas for the Barbarian:

Give SR and immunity to mind affecting abilities while raging, perhaps not at level one, but I am unsure when to pump those in. Some magic resiliance as well as some extra defense seem like a good way to add to the class, specifically the magic resiliance(via SR and enchantment immunity). However, I am unsure of when to give them, and I'm thinking only when raging. Perhaps SR 10 + Barb Lv while raging starting at level four. Then give mind affecting immunity while raging at level 10. How does DR 1/-/lv while raging starting at lv 1 sound?


For the Ranger, I have fewer ideas:

For one, give them druid quality animal companions. Second off, perhaps allow favored enemy damage to work on undead, constructs, and others immune to crits and sneak attacks.

Thanks in advance for any help provided.
Darth_Cyric

07-15-07, 11:21 PM
Second off, perhaps allow favored enemy damage to work on undead, constructs, and others immune to crits and sneak attacks.
Stuck on 3.0, I see? The 3.5 ranger's favored enemy damage applies to crit- and sneak-immunes.
blowfish

07-17-07, 11:03 AM
For barbarians, give them a bonus to natural armour equal to their con mod, so they'll have more natural armour when raging. This may make them too good, so you might make it only when raging, and/or make the bonus not be able to go over there class or character level. Or you could give them a flat bonus like the dragonfire adept.

For ranger, give them like 5 or 6 steps to their combat style instead of 3 and maybe give them the druid's wildshape abiltiy at level 10 treating them as a druid 5 levels lower for all wildshape purposes.
The_Shaman

07-17-07, 03:39 PM
Actually, imo these are the two relatively balanced core melee classes. Rangers should imo get a slightly better companion, though - at least druid level-3, if not full. If ToB is involved you can either use the Sublime way ranger (maneuvers instead of spells) or possibly bump their casting (with a few supplements they actually get something worth their slots) or combat style. Alternatively, give them some stealthy damage stuff like sneak attack or sudden strike. You can even merge them with the scout, although imo Swift Hunter does that well already.

Barbarians... I would suggest some more physical abilities. Maybe counting as 1 category bigger while they rage for purposes of grappling/tripping, or some bonus feats?
Andyr

07-17-07, 04:29 PM
I think I remember a feat somewhere which improved the ranger's animal companion (along the lines of Practiced Spellcaster), though may be mistaken. I don't play barbarians, but think the ranger is a fairly solid class as-is.
Ecalsneerg

07-17-07, 04:57 PM
For the Ranger, I have fewer ideas:

For one, give them druid quality animal companions. Second off, perhaps allow favored enemy damage to work on undead, constructs, and others immune to crits and sneak attacks.

Well, if you play it like that, no wonder you think they're unbalanced. Favored enemy damage does affect those immune to crits and sneak attacks. In fact, I generally take favored enemy(undead), for that very reason: it gives me an opportunity to show up the directly melee members of the party. The fact is, Ranger is not like Barbarian or the ToB classes. It is a class which not only fights, but can sneak around, track enemies and generally keep the party alive outdoors.