The power level seems fine, and I like the combination of a thief's scouting abilities with a ranger's raw power. (My scout idea is pretty much a mash-up of the Skirmisher and Scout classes from 3rd edition.good scouting ability, and the ability to zip in and cause damage and escape, breaking up the enemy forces in process, while being able to set up ambushes to weaken or kill the enemy, but sacrifice straight up combat power to do I really like this idea for a kit. The x2 backstab represents their limited ability to strike from an ambush once the enemy has been engaged but lacking the thief or stalkers knowledge of striking weak points to greater effect, and unlike a thief who would disadvantaged in straight combat after a backstab, they could either fight it out, or flee from the combat to pull away some of their forces, possibly into some previously set traps, or to move to a new flanking ambush. While their extra speed can be exploited for kiting, it would really benefit from being able to lead them into a trap).Ī scout being the one most likely to encounter the enemy and knowing their number would also be the most likely candidate to also set up a few snares or traps to soften the enemy up prior to engaging the party. (it would also give them some extra umph for when backstabs aren't very effective mid-late or when there aren't anymore traps in a dungeon. It's most due to the fact that they're good at finding and disarming traps, which would also include some knowledge at how to make them yourself, as your expertise at disarming them grew. If you're hurting for str, then yes, they do help out, but if you're the typically grossly Overpowered PC, you don't even need they gain set traps at a much slower rate then their stealth or find traps, so it'll be early BG2 before they can set them reliably. Specialization and GM are not what makes warrior types powerful, it's their naturally gaining extra base attacks and a massive amount of thac0 that ensure most if not all will connect. Not to mention all the extra xp you get from disarming traps in BG2 (Thief/Scout level: 1+ 1000 xp per trap, 6+ 1750 per trap, 11+ 2750 per trap, 16+ 3250 per trap). The above scout would be extremely powerful through most of BG, due to the ease at which they could hit and fade for backstabs (and be able to use boots of stealth the whole game since they wouldn't need boots of speed), and starting higher strength without taking str items from characters that are in much more dire need of them (and you wouldn't get for most of the game anyway), and around the start of BG2, their trap usage would become consistent enough and powerful enough, to more then replace their lack of specialization (in BG1 a single x2 backstab adds more damage then GM can, and they can still get an extra attack 1/2 per round after that, if they dual-wield) or spell-casting (not to mention they can just beat enemies to death in melee only slightly slower then a plain ranger with specialization would, if that enemy wasn't killed instantly after after being led into a trap or two). You probably don't realize the Beast-master is the currently most powerful ranger kit overall.I know that most people certainly don't realize it, as much hate as that kit gets for being "underpowered". LOVE your modifications way more than what I started out with, just think it makes a better thief god.you're one of those people that just looks at the advantage and disadvantage list without considering the tactics involved. I think it would almost make it into a weaker F/T multi so there wouldn't be a huge point to that. I'd much rather take out all spell casting, and remove the backstab idea and other benefits, but leave in some of the things that make a Ranger a fighter class like Specialization and weapon choices but with trap setting / disarming. That idea may have been bad to begin with though. Stalkers only have the armor as a penalty, so I feel the disadvantages went way too far into making it a Thief.Īlso removing the ranger free two weapon would open the door for wanting other ranger kits to have this changed like Archer, and I'm so tired of that being brought up.Īgain, I like that as a kit idea for a thief kit, but the original idea spawned from wanting a Ranger that could disarm traps and make their own traps. So this would make more sense as a thief kit. Though restricting them to thief weapons, can't specialize, no spell casting, and d8 hit dice is basically making them a fast thief with free action and sucky backstab. Like the immunities, the trap/percent changes, the backstab modifier, and even the no spell casting which was my original idea, but I was afraid it would be making it too much like a thief.
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