| Post/Author/DateTime | Post |
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| #1ScuroNotteFeb 28, 2015 19:02:31 | I have been playing a Ranger Hunter for the first time and have now reached level 7. There are some abilities that I find troublesome and confusing. I have sought out opinions from other sand read several boards, so I thought I would throw out some things and see what you think. I know in the DMG it states that you can alter a character within reason to appease the player. But I don't want to make ridiculous changes and be deemed an idiot (though we are all idiots in one form). Thanks for your help and criticism about whether my alterations are acceptable or not.
To make things easy to read, I will only note the changes in the categories.
Primeval Awareness (New) |
| #2ScuroNotteMar 05, 2015 5:01:08 | Ability Score Improvement - Same
Fighting Style Two-Weapon Fighting
Extra Attack - Same
Vanish (New)
Feral Senses - Same
Foe Slayer (New)
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| #3ScuroNotteMar 04, 2015 21:28:42 | Spell Casting 1st
No change in spell slots. Or adding Archetype Circle bonus spells Hunter spells 3rd. Longstrider, Protection from Evil/Good 5th. Find Traps, Spider Climb 9th. Conjure Barrage, Haste 13th. Freedom of Movement, Staggering Smite 17th. Hold Monster, Swift Quiver Beast spells 3rd. Protection from Evil/Good, Speak with Animals 5th. Beast Sense, Warding Bond 9th. Conjure Animals, Revivify (beast) 13th. Stoneskin, Dominate Beast 17th. Hold Monster, Swift Quiver |
| #4ScuroNotteFeb 28, 2015 19:27:07 | My reasonings for the modification are:
Favored Enemy is an ability to track and find others who you have experience in hunting, tracking, or just exposure to i.e. you lived near an Elven forest, thus know elven language, culture, and tracking Elves. They do not have to be a true enemy, thus name change.
Natural Explorer is changed from 3 to 4 known favored terrains. As well as adding a new terrain. Allowing about 50% of the terrain to be known is not absurd or overpowering, even if urban terrain is unacceptable. A separate, unrelated note, why does In the Favored Enemy a Ranger have advantage to tracking his targets in ANY terrain but prevents him from tracking in non-favored terrains?
Primeval Awareness is a very weak ability as written in which you use a spell slot and know about creatures in a 1 mile radius, 6 miles in a favored terrain, and not know number or location. Minimally offering a general direction and approximate number was adequate, otherwise why use it. Dividing the area into quadrants, i.e., said creature is somewhere north and east of here. Then the Ranger would use his skills to actually locate/track said creature. Giving a limit usage based on Wisdom modifier made sense. The great DM Chris Perkins gave number and direction during Acquisitions Inc. campaign (bad reasoning, but only example I could find).
Vanish is changed due to the fact that the Hide bonus action is beneficial for range attacks, not melee attacks. Additionally, as vanish is Rogue’s Cunning Action modified, adding Dash is fine. Rangers are supposed to be fleet of foot traveling through terrains as in Land’s Stride.
Spells Knowns was increased based on 2 reasons. One, comparisons Eldritch Knights and Arcane Tricksters, they have 13 spells known plus 3 to 4 cantrips, respectively, in addition to their class abilities. Paladins were excluded as, due to their oaths and charisma modifier, they are able to know between 21 to 25 plus spells. Cantrips can be cast at will while spells use precious spells slots. Taking that into consideration, 15 spells known (Alternative was 11 spells known plus create 4 to 6 Ranger Domain Spells) is chosen. Additionally, a Ranger is adaptable, so restricting then number of spells known compared to aforementioned classes is poorly constructed. The reason for adding Dispel Magic was that if they are capable of casting spells, they have the magical ability to dispel them, especially if they have Favored Enemy/Creature Lore against spell using creatures. Adding Protection from Evil/Good spell is sound as all the creatures listed under the protection spell are also in their featured ability of Favored Enemy and original Foe Slayer. Not only should they have the ability to attack them, but to protect themselves from them and their abilities. But not dispel them. The spell slots have not changed. |
| #5ScuroNotteFeb 28, 2015 19:16:09 | Foe Slayer was changed as Favored Enemy is transformed and doesn’t necessarily dictate a true enemy. Additionally, to limit it to only creatures favored was extremely restricting. For an adaptable class, most abilities are usable in a small number of situations. Considering that some of the Ranger’s abilities are somewhat from both fighter and rogues, that is where I searched. With respect to Rogue like abilities Rangers already possess, they are gained about 4 levels or more after a Rogue attains them. So I looked at abilities attained at 16th level and earlier. I also added in some new additions for what can be considered for 20th level ability. Fighter abilities were gained at the same point, but in this case I added extra attack at 20th vs 11th level.
Thank you all again for your input and suggestions on the matter. |
| #6Mephi1234Mar 01, 2015 10:16:09 |
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| (Reply to #6)ScuroNotte |
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| #8SterlingRatMar 02, 2015 4:14:51 | "HALF your Wisdom modifier rounded down, (minimum 2)"
So.... always 2, then? Since wis modifiers go from +1 to +5, half rounded down will never be higher than 2, unless you get a wis higher than 20. |
| #9Mephi1234Mar 02, 2015 4:47:20 |
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