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Old 03-07-2011, 04:53 PM   Top  -  End  -  #1
Jarian
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Default [3.5 Base Class] The Guild Wars Ranger [PEACH]

Ranger


"Listen, hear nature's song. It sings of your end."
- Sesete Tinais, Elven Ranger

Class Skills
The Ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Alignment: Any.

Hit Dice: d8

LevelBABFort SaveRef SaveWill SaveSpecialPrimary Path Rank Secondary Paths Rank
1st +1 +2 +2 +0 Path of the Ranger, Expertise 1 2 1
2nd +2 +3 +3 +0 Elite Skill 3 1
3rd +3 +3 +3 +1 Uncanny Dodge3 2
4th +4 +4 +4 +1 Expertise 24 2
5th +5 +4 +4 +1   42
6th +6/+1 +5 +5 +2 Mettle5 3
7th +7/+2 +5 +5 +2  5 3
8th +8/+3 +6 +6 +2 Elite Skill, Expertise 3 6 3
9th +9/+4 +6 +6 +3 6 4
10th +10/+5 +7 +7 +3 Evasion 74
11th +11/+6/+1 +7 +7 +3 7 4
12th +12/+7/+2 +8 +8 +4 Expertise 4 8 5
13th +13/+8/+3 +8 +8 +4 8 5
14th +14/+9/+4 +9 +9 +4 Elite Skill 9 5
15th +15/+10/+5 +9 +9 +5 Hide in Plain Sight9 6
16th +16/+11/+6/+1 +10 +10 +5 Expertise 5 10 6
17th +17/+12/+7/+2 +10 +10 +5 10 6
18th +18/+13/+8/+3 +11 +11 +6 One With the Wild11 7
19th +19/+14/+9/+4 +11 +11 +6 11 7
20th +20/+15/+10/+5 +12 +12 +6 Elite Skill, Expertise 6 127

Weapon and Armor Proficiency: Rangers are proficient with all simple weapons, and with all ranged martial weapons. Rangers are proficient with light and medium armor, but no shields.

Energy: A Ranger has a small pool of constantly-refilling physical (and in some cases, supernatural) prowess, known simply as Energy. This pool consists of 30 points, which are depleted as the Ranger uses her skills. While in an encounter, at the start of each of her turns, the Ranger gains 3 Energy. If the Ranger wears heavy armor, her rate of Energy regeneration drops to 1 per round. Whenever the Ranger rests for at least 8 hours, she regains her full allotment of Energy.

Ranger Skills: A Ranger uses a set of Skills - abilities unique to the Ranger class. Ranger Skills are always extraordinary abilities unless indicated otherwise. At the start of each day, a Ranger chooses a set of eight different abilities, and may use any of them that are currently available by paying the appropriate Energy cost. A Ranger may change which eight Skills are available to her by meditating for five minutes.

A Ranger begins play with eight Skills of her choice, and learns a new skill at each level thereafter. Unless otherwise noted, saving throws against Ranger Skills have a DC of 10+1/2 Ranger level+Dexterity modifier.

A Ranger may use Skills with an activation time of a swift or immediate action while activating Skills that have a 1 round or longer activation time without disrupting that action.

Some Ranger skills grant a benefit to both the Ranger and her Spirit Companion. Unless the effects are separate (such as with the Strike as One elite Skill), activating those Skills requires the Ranger to have a Spirit Companion following her and currently alive.

Elite Skills: At second level, and again every six levels thereafter, the Ranger chooses a single Elite Skill to be added to her repertoire. Elite Skills are powerful abilities that may not be selected as ordinary Skills, and generally provide a stronger effect than a normal Skill. Even if a Ranger knows more than one Elite Skill, she may only prepare a single Elite Skill as one of the eight available to her at a given time.

Elite Skills known are in addition to other Skills known.

Path of the Ranger: While all Rangers have the potential to access any Ranger skill, what truly defines an individual is their choice of path. At first level, a Ranger chooses one of the three paths available to her: Beast Mastery, Marksmanship, or Wilderness Survival. Skills from this path progress their ranks along the primary path, as indicated on the table above. Skills from the other two paths progress their ranks along the secondary path.

Expertise (Ex): At 1st level, and again at 4th level and every 4 levels thereafter, the Ranger reduces the Energy cost of all of her Ranger Skills by 10%, rounded to the nearest whole number.

In addition, at each of the indicated levels, the Ranger may select a type of creature from among those given on Table: Ranger Favored Enemies (PHB p. 47). The Ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

Whenever the Ranger's Expertise ability increases again, she may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the Ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.

In addition to the normal options available to her, the Ranger may also select Favored Enemy (Arcanists) and Favored Enemy (Divine). The bonuses from Favored Enemy (Arcanists) apply to any creature capable of casting arcane spells or using invocations, while Favored Enemy (Divine) applies to any creature capable of casting divine spells.

Uncanny Dodge (Ex): A Ranger of 3rd level or higher can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If the Ranger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Mettle (Ex): A Ranger of 6th level or higher can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Ranger does not gain the benefit of mettle.

Evasion (Ex): A Ranger of 10th level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Ranger is wearing light or no armor. A helpless Ranger does not gain the benefit of evasion.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Ranger of 15th level or higher can use the Hide skill even while being observed.

One with the Wild (Ex): A Ranger of 18th level or higher is very nearly an avatar of nature. While in any sort of natural terrain, the Ranger cannot be surprised and may always act in a surprise round. In addition, Animals and Plants have a minimum attitude of Indifferent to the Ranger, and will not attack her unless provoked or compelled in some fashion. This protection does not extend to the Ranger's allies, and the Ranger herself may be included in area attacks that would harm her allies.



Multiclass Rangers: The Ranger adds one half her level in other classes to her effective Ranger level for determining Path progression, but no other benefit of a Ranger level, such as increased Spirit Companion hit dice. If the Ranger multiclasses into another class that uses an Energy system and a Skill system similar to her own, the restrictions of both apply, and she may still only have a total of eight Skills readied, regardless of the class they come from.
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Last edited by Jarian : 03-14-2011 at 03:52 AM.
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Old 03-07-2011, 04:55 PM   Top  -  End  -  #2
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Ranger Skills

Summary of Marksmanship Skills
Skill Name: Energy Cost - Effect

Archer's Signet (Elite): None - Increase duration of conditions applied with a bow.
Arcing Shot: 5 - Fire an arrow high into the air; hits creatures in target square automatically at start of next round.
Barrage (Elite): 5 - Fire an arrow at your target and up to six nearby squares.
Body Shot: 5 - Fire a an arrow, inflict cracked armor or gain energy.
Broad Head Arrow (Elite): 15 - Fire a heavy, clumsy arrow, inflict distracted condition if it hits.
Burning Arrow (Elite): 10 - Shoot a fiery arrow, ignite struck creature.
Concussion Shot: 25 - Interrupt an action, inflict distracted condition if a spell was interrupted.
Crippling Shot (Elite): 10 - Target a critical part of your foe's anatomy with a ranged touch attack, dealing no damage but inflicting crippled condition.
Crossfire: 5 - Fire a powerful attack, target flatfooted if flanked by an ally.
Determined Shot: 10 - Inflict bonus damage with an attack, or refresh other attack skills if you miss.
Disrupting Accuracy: 5 - Sacrifice critical threats to inflict distracted condition instead.
Disrupting Shot: 10 - Interrupt an action, deal bonus damage.
Expert's Dexterity (Elite): 5 - Gain additional attack per round, increase rank in Marksmanship.
Expert's Focus: 10 - Deal minor bonus damage with all attacks, reduce cost of attack skills.
Favorable Winds: 5 - Summon spirit to soothe violent winds and ignore wind walls.
Focused Shot: 10 - Fire a heavily damaging arrow with no recharge, disable other attack skills if it hits.
Hunter's Shot: 5 - Lacerate foes struck by your attack.
Keen Arrow: 5 - Fire a heavily damaging arrow, double bonus damage on a critical hit.
Mielikki's Shot (Elite): 5 - Lacerate foe struck by your attack, deal bonus damage and cripple if striking moving or prone foe.
Needling Shot: 5 - Make a ranged touch attack for light damage; skill recharges instantly if striking a foe below half health.
Penetrating Attack: 10 - Fire an arrow that deals heavy damage and ignores an amount of damage reduction.
Pin Down: 15 - Target a critical point of your foe's anatomy, dealing no damage but crippling them for a short duration.
Precision Shot: 10 - Fire a precise attack, ignoring cover and concealment.
Prepared Shot (Elite): 5 - Fire an arrow that deals bonus damage and restores some energy if under the effects of a preparation.
Punishing Shot (Elite): 10 - Interrupt an action and deal bonus damage.
Rapid Fire: 5 - Make an additional attack per round at your highest attack bonus as either standard or full attack.
Read the Wind: 5 - Ignore wind wall and similar spells, ignore natural wind penalties based on rank.
Savage Shot: 10 - Interrupt an action, deal bonus damage if interrupted action was a spell.
Seeking Arrows: 10 - Bestow seeking property on ammunition.
Sloth Hunter's Shot: 10 - Deal bonus damage with an attack, or greatly increased bonus damage if target has not acted yet.
Splinter Shot: 10 - Deal light bonus damage with an attack, or area of effect damage if you miss.
Volley: 5 - Fire an arrow at your target and up to two adjacent squares.

Path of Marksmanship
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Old 03-07-2011, 04:56 PM   Top  -  End  -  #3
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Summary of Wilderness Survival Skills
Skill Name: Energy Cost - Description

Acid Rain: 5 - Summon a spirit which converts all elemental damage to acid.
Apply Poison: 15 - Your attacks apply the toxic shock disease.
Barbed Arrows: 10 - Your attacks lacerate foes that fail a fortitude save.
Barbed Trap: 15 - Set a trap that deals damage, cripples, and possibly lacerates foes when it goes off.
Brambles: 5 - Summon a spirit that damages and lacerates foes that are knocked prone.
Choking Gas: 10 - Your arrows explode into a small cloud of gas when they hit, creatures inside the cloud must save or be unable to cast spells.
Conflagration: 5 - Summon a spirit that converts physical damage to fire damage.
Dryder's Defenses: 5 - Gain miss chance against physical attacks, and energy resistance equal to your rank.
Dust Trap: 25 - Set a trap that creates a long lasting cloud of debris when triggered, blinding any foe that wanders into it.
Equinox (Elite): 10 - Summon a spirit that forces spellcasters to save or take duplicate negative effects of spells they cast.
Famine (Elite): 10 - Summon a spirit that forces spellcasters to save or expend additional spells to cast a spell.
Flame Trap: 10 - Set a trap that deals fire damage and ignites enemies in its area of effect when it is triggered.
Frozen Soil: 10 - Summon a spirit that negates benefits of healing spells for all creatures in the area.
Glass Arrows (Elite): 5 - Your arrows deal bonus damage equal to your rank; when you miss, target and adjacent foes must save or be lacerated.
Healing Spring: 10 - Call up a spring of healing waters to soothe away minor wounds.
Ignite Arrows: 10 - Your attacks deal bonus fire damage, which splashes to adjacent foes.
Incendiary Arrows (Elite): 5 - Fire one or more arrows at creatures, igniting them.
Kindle Arrows: 5 - Your arrows deal bonus fire damage, and deal fire damage in place of their normal damage type.
Lightning Reflexes: 10 - Physical attacks against you have a miss chance, and you gain an additional attack per round at your highest attack bonus.
Mielikki's Arrows (Elite): 5 - Lacerate foes struck by your attacks, deal bonus damage to creatures under the effects of spells.
Mielikki's Resilience (Elite): 5 - Gain increasing health and energy per round based on negative effects on you.
Muddy Terrain: 10 - Summon a spirit that negates speed bonuses and slows movement.
Natural Stride: 5 - Gain a miss chance against physical attacks and a bonus to your movement speed; ends if you are affected by a spell.
Nature's Renewal: 5 - Summon a spirit that makes spellcasting a difficult, lengthy process.
Pestilence: 5 - Summon a spirit that transfers conditions from dead foes to other creatures in the area.
Piercing Trap: 10 - Lay a trap that deals moderate damage to all in its area of effect when it goes off. Deals increased damage to foes suffering from cracked armor.
Poison Arrow (Elite): 5 - Attack applies toxic shock, no recharge.
Quicksand (Elite): 10 - Summon a spirit that slows creatures further and further whenever they take actions.
Roaring Winds: 10 - Summon a spirit that increases the effect of winds in the area.
Scavenger's Focus (Elite): None - Gain energy whenever you strike a foe with a condition.
Serpent's Quickness: 5 - Skills recharge faster while this stance is active; ends if you fall below half health.
Signet of Poisons: None - Your next attack applies toxic shock.
Smoke Trap (Elite): 10 - Lay a trap that releases a cloud of noxious fumes when triggered, blinding and distracted enemies within it.
Snare Trap: 5 - Lay a trap that cripples foes in the area when it is triggered; knocks prone enemies that are already slowed.
Spike Trap (Elite): 5 - Lay a trap that deals piercing damage when triggered. Enemies that take damage are also knocked prone and crippled.
Summer: 5 - Summon a spirit that converts all elemental damage into fire damage.
Storm Chaser: 10 - Gain increased movement speed, gain energy when you take elemental damage.
Thunderstorm: 5 - Summon a spirit that converts all elemental damage into electric damage.
Tranquility: 10 - Summon a spirit that causes beneficial spells to expire faster.
Trapper's Focus (Elite): 5 - Traps activate faster, Wilderness Survival rank increased for traps.
Trapper's Speed: 5 - Traps activate and recharge faster.
Troll Unguent: 5 - Gain fast healing based on rank.
Winter: 5 - Summon a spirit that converts all elemental damage into cold damage.

Path of Wilderness Survival
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Last edited by Jarian : 03-14-2011 at 01:13 AM.
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Old 03-07-2011, 04:58 PM   Top  -  End  -  #4
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Path of Beast Mastery

Summary of Beast Mastery Skills
Skill Name: Energy cost - description

Bestial Fury: 10 - Gain an additional attack per round at your highest attack bonus; non-attack skills are disable for a short time.
Bestial Mauling: 5 - Spirit Companion makes an attack, dealing bonus damage and applying the distracted condition to prone foes.
Brutal Strike: 10 - Spirit Companion makes an attack, dealing bonus damage. Bonus damage is doubled against foes below half health.
Call of Haste: 10 - Grants Spirit Companion increased movement speed and an additional attack per round at its highest attack bonus.
Call of Protection: 10 - Grants Spirit Companion DR/- equal to rank.
Comfort Animal: 5 - Heals Spirit Companion for light damage.
Companionship: 5 - Heals either the Ranger or her Spirit Companion for light damage, depending on which is more heavily damaged.
Disrupting Lunge: 5 - Spirit Companion performs a distracting attack, interrupting an action and rendering it unusable for a period.
Edge of Extinction: 5 - Summons a spirit that deals automatic damage to creatures of the same type below full health whenever a creature dies.
Energizing Wind: 15 - Summons a spirit that allows spells to be cast in lower level slots, but prevents them from being cast again for a period.
Enraged Lunge (Elite): 5 - Spirit Companion makes an attack, dealing increasing bonus damage based on recharging Beast Mastery skills.
Feral Aggression: 15 - Spirit Companion deals bonus damage and gains an additional attack per round at its highest attack bonus.
Ferocious Strike (Elite): 5 - Spirit Companion makes a demoralizing attack, dealing bonus damage and causing creatures with view of the attack to be shaken.
Heal as One (Elite): 5 - Heals both the Ranger and the Spirit Companion for light damage.
Lacerate (Elite): 10 - Summons a spirit that increases damage taken by lacerated creatures; lacerates creatures below full health when it expires.
Maiming Strike: 10 - Spirit Companion rakes at a foe's legs, dealing bonus damage and possibly crippling it.
Mielikki's Assault: 10 - Spirit Companion delivers a sweeping attack, dealing damage to primary target and adjacent foes if it hits.
Otyugh's Cry: 10 - Spirit Companion gains increased natural armor, bypasses AC and miss chances from spells.
Poisonous Bite: 5 - Spirit Companion's attack applies toxic shock.
Pounce: 5 - Spirit Companion leaps toward its foe, dealing increased damage and knocking prone moving creatures.
Predator's Pounce: 5 - Spirit Companion leaps toward its foe, dealing increased damage and healing itself.
Predatory Bond: 10 - Successful pet attacks heal the Ranger of minor damage.
Predatory Senses: 10 - Summons a spirit that decreases the effectiveness of all healing, but heals creatures on successful attacks.
Rampage as One (Elite): 25 - Ranger and Spirit Companion both gain increased movement speed and an additional attack per round at their highest attack bonus.
Run as One: 5 - Ranger and Spirit Companion both gain increased movement speed.
Scavenger Strike: 5 - Spirit Companion deals bonus damage, Ranger gains energy if attack hits a foe suffering from a condition.
Strike as One (Elite): 5 - Ranger makes an attack that cripples a foe, Spirit Companion moves toward that foe and makes an attack that lacerates.
Symbiosis: 10 - Summons a spirit that divides healing magic evenly amongst all damaged creatures in the area.
Symbiotic Bond: 10 - Half of all damage dealt to Spirit Companion is dealt to the Ranger instead.
Toxicity: 15 - Summons a spirit that increases the damage of toxic shock disease.
Viper's Nest: 10 - Lays a trap that deals piercing damage and applies toxic shock disease to damaged creatures when triggered.

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Old 03-07-2011, 05:01 PM   Top  -  End  -  #5
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Spirit Companions:
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A note on "attack action" abilities:
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New condition: Cracked Armor:
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New condition: Crippled:
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New condition: Distracted:
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New condition: Ignited:
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New condition: Lacerated:
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New disease: Toxic Shock:
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Trap Skills:
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Preparations:
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Stances:
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Nature Rituals:
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Last edited by Jarian : 03-14-2011 at 01:04 PM.
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Old 03-07-2011, 05:12 PM   Top  -  End  -  #6
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

The Vision:
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Ranger Skills and out of combat uses:
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Change log:
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Old 03-07-2011, 11:16 PM   Top  -  End  -  #7
Zaq
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Looks like fun. Guild Wars has a special place in my heart, and I like what I see.

Question: How do ToB stances interact with Ranger stances? Still a limit of one at a time, or are they separate? (And for an edge case, what about a gestalt Warblade//Ranger 20 who has Stance Mastery? I know that you can't really balance homebrew around gestalt, especially level 20 gestalt, but I thought I'd ask.)

The changes here are too sweeping for me to comment intelligently on the balance thereof, but it seems cool, at least. Kudos.
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Old 03-07-2011, 11:34 PM   Top  -  End  -  #8
Lord_Gareth
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

The dead levels, they pain me T_T
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Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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Old 03-07-2011, 11:40 PM   Top  -  End  -  #9
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

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Originally Posted by Lord_Gareth View Post
The dead levels, they pain me T_T
They hurt me as much or more than they hurt you, but you have to consider that you basically gain a new class feature of your choice every level in the form of a Skill, and so I opted to avoid shoehorning other class features in just for the sake of filling a table. I'm big on avoiding dead levels, but for these classes, it's less critical.
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Old 03-10-2011, 12:39 PM   Top  -  End  -  #10
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Quote:
Originally Posted by Zaq View Post
Question: How do ToB stances interact with Ranger stances? Still a limit of one at a time, or are they separate? (And for an edge case, what about a gestalt Warblade//Ranger 20 who has Stance Mastery? I know that you can't really balance homebrew around gestalt, especially level 20 gestalt, but I thought I'd ask.)
Given the massive differences between ToB stances (permanent, minor-to-moderate bonuses) versus these (short-lived, major bonuses) I would say that they're two entirely different effects, and as such you can have one of each up at one time. (Or one Ranger stance and two Warblade stances, in the case of the hypothetical gestalt character.)
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Old 03-10-2011, 04:40 PM   Top  -  End  -  #11
peterpaulrubens
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

Oooh, I LIKES IT. GW rangers have always had a special place in my heart for their ability to frustrate the opponents.

I'd think about limiting energy regen to "only during encounters" or "only in the presence of a hostile enemy". That would limit out-of-combat abuse by providing a finite pool to use, and you'd have to make some hard decisions about starting the next encounter without full Energy. It's not strict Guild Wars but it's a better balance point IMO, and doesn't rely on arbitrary GM decisions.
You could allow the Energy pool to automatically fill each day so a ranger couldn't go months without Energy.

Also, unlike the majority of GW builds, this seems like it would be rather easy to apply some serious spike damage, assuming you're willing to mostly drain your energy pool.

Example:
A level 3 ranger preps Rapid Fire, Keen Arrow, Crossfire, and Punishing Shot. Cast Rapid Fire, and then use Crossfire and Keen Arrow. As soon as it's not your turn, use Punishing Shot. That's a potential 6d4 + 3d6 + other mods on one round.
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Old 03-10-2011, 05:25 PM   Top  -  End  -  #12
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Ranger [PEACH]

You're missing one key limitation on that: attack action abilities can only be made as attacks derived from base attack bonus. Haste, Rapid Fire, etc, all don't offer the ability to use more attack action abilities than normal.
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Old 03-11-2011, 04:17 PM   Top  -  End  -  #13
peterpaulrubens
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Ah ok, that does make it better. Still I think they're capable of some serious whoopass spike damage.

I'd like to see the ignited and lacerated conditions work on straight HP damage rather than on percentages. I'd also like to see the toxic shock conditions be a real poison rather than a disease (so poison immunity works properly). Troll Unguent should be enough to counter any one of those conditions and it's probably a good measuring stick to balance against.

All of the conditions need to explicitly state what will counter or end them (does magical healing end lacerated? Is cracked armor forever ruined?)

I'd like to see Cracked Armor scale a bit better. Perhaps (class levels + DEX mod)/2 or something.

The text for Savage Shot has "Punishing Shot" in it.
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Old 03-11-2011, 05:51 PM   Top  -  End  -  #14
Jarian
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Originally Posted by peterpaulrubens View Post
I'd also like to see the toxic shock conditions be a real poison rather than a disease (so poison immunity works properly).
Poisons trigger once, then one minute later. There's precedent for one-round diseases already, which better fits the degeneration of GW's poison.

Quote:
All of the conditions need to explicitly state what will counter or end them (does magical healing end lacerated? Is cracked armor forever ruined?)
Cracked armor mentions what remedies it in my notes - not sure how that didn't make it into the final posted version. Lacerated already states how it may be ended.

Quote:
I'd like to see Cracked Armor scale a bit better. Perhaps (class levels + DEX mod)/2 or something.
Each point of AC removed is a 5% increase in the chance to hit. Granting such a huge bonus was never the intent of the condition - it's a minor inconvencience that sets up secondary abilities.

Quote:
The text for Savage Shot has "Punishing Shot" in it.
Oops.
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Old 03-11-2011, 06:47 PM   Top  -  End  -  #15
peterpaulrubens
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Poisons trigger once, then one minute later. There's precedent for one-round diseases already, which better fits the degeneration of GW's poison.
I don't think damage-per-round is hard to understand nor an egregious departure from standard poison rules. Whereas I think Delay Poison etc. not working IS.



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Lacerated already states how it may be ended.
So it can only be cured by non-magical means?


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Each point of AC removed is a 5% increase in the chance to hit. Granting such a huge bonus was never the intent of the condition - it's a minor
inconvencience that sets up secondary abilities.
well that accurately reflects what it did in GW... but it was pretty underwhelming in GW, and it was strictly inferior to inflicting poisoned or crippled etc. I'm not really a fan of porting over abilities that won't be used; I'd like to see it be useful.
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Old 03-11-2011, 08:29 PM   Top  -  End  -  #16
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So it can only be cured by non-magical means?
That was the intention. Simply receiving a CLW and stopping the entire condition makes it very underwhelming. I'll add in a stipulation about heal though, just in case.


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well that accurately reflects what it did in GW... but it was pretty underwhelming in GW, and it was strictly inferior to inflicting poisoned or crippled etc. I'm not really a fan of porting over abilities that won't be used; I'd like to see it be useful.
I see a +6 dex modifier at or very near the beginning of a Ranger's career, meaning a +15% chance to hit. I see a +10 or better near the end of his career, for a +25% chance to hit. Your suggestion makes cracked armor give a minimum of a +50% chance to hit at 20. I don't think that's a good idea for a condition that's a prerequisite for other, stronger abilities.
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Old 03-11-2011, 11:31 PM   Top  -  End  -  #17
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I've liked your translated classes. But I think this is the only one that I'd play. =x Nice picture :D.
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Old 03-12-2011, 02:05 PM   Top  -  End  -  #18
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[quote=Jarian;10538932]That was the intention. Simply receiving a CLW and stopping the entire condition makes it very underwhelming. I'll add in a stipulation about heal though, just in case.
[quote]But that's what conditions are supposed to do. They're not "HAHA OWNED!" abilities, they're something that's just annoying enough to have to deal with. They're meant to force the enemy to stop doing what they want to do and cast CLW instead.


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I see a +6 dex modifier at or very near the beginning of a Ranger's career, meaning a +15% chance to hit. I see a +10 or better near the end of his career, for a +25% chance to hit. Your suggestion makes cracked armor give a minimum of a +50% chance to hit at 20. I don't think that's a good idea for a condition that's a prerequisite for other, stronger abilities.
I don't see how it's a prereq for anything. Cracked Armor doesn't work for the Scavenger skills, and the only skill with prerequisites I see is Focused Shot, and it and its prereq (Determined Shot) have nothing to do with Cracked Armor.

At level 20, it'd take off ~15 points of armor, after failing a DC30 Reflex save. I guess that doesn't seem unreasonable to me considering the armor levels your opponents will likely have when you're 20th level(!), or considering what failing a save in general usually means at the Rocket Tag levels.
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Old 03-14-2011, 12:49 AM   Top  -  End  -  #19
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But that's what conditions are supposed to do. They're not "HAHA OWNED!" abilities, they're something that's just annoying enough to have to deal with. They're meant to force the enemy to stop doing what they want to do and cast CLW instead.
Our opinions seem to differ on this. I see making the Heal skill slightly more useful as a good thing, and it still accomplishes the "spend an action doing this or take X negative effect" thing just as well.


Quote:
I don't see how it's a prereq for anything. Cracked Armor doesn't work for the Scavenger skills, and the only skill with prerequisites I see is Focused Shot, and it and its prereq (Determined Shot) have nothing to do with Cracked Armor.
I was actually referring more to the Paragon and Dervish cracked armor skills, though it's not entirely fair to assume that just because the Ranger will be in a game, so will the other two. Scavenger skills should trigger off of cracked armor though, so I'll fix that presently.
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Old 03-14-2011, 11:42 AM   Top  -  End  -  #20
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Our opinions seem to differ on this. I see making the Heal skill slightly more useful as a good thing, and it still accomplishes the "spend an action doing this or take X negative effect" thing just as well.
Making the Heal skill useful is good. Making its effects irreproducible by magic is bad.

Bleeding Guy: "Tell me again why you're wrapping a wine-soaked rag around my leg instead of using your magic?"
Cleric: "Because the magic won't stop the bleeding."
Bleeding Guy: "So even though your magic can knit my flesh together as good as new... The flesh will still bleed?"
Cleric: "Yep."
Bleeding Guy: "So open wound plus wine-soaked rag will bleed less than a completely healed wound."
Cleric: "Yep. Now shut up and soak another rag."
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Old 03-14-2011, 12:28 PM   Top  -  End  -  #21
Jarian
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More like:

Player: "Why can't my 1st level spell end this again?"
DM: "Because somebody got tired of magic solving everything at level 1, I guess."
Player: "But magic can end this, right?"
DM: "Yeah. Panacea or Heal or whatever. Do you have it prepared?"
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Old 03-14-2011, 01:02 PM   Top  -  End  -  #22
peterpaulrubens
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Panacea or Heal or whatever.
Fantastic. The text for the Lacerated condition should specify Panacea and Heal and all of the whatevers.

It's not that I think that Cure Light Wounds should be able to remove the condition, it's that currently nothing will remove it.
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