Ranger Path Concept: Ranger Option As Casters 03/10/2017 12:25 AM CST
The Ranger path can be like Bards with the option of being primarily trained to use CS based spells. This requires some CS boosts in their arsenal along with some conversions of spells from a single Utility/Defensive use to a function which also can be Offensive (as opposed to replacing the spells from the list altogether-- Ranger list is pretty solid).

For example, Natural Colors may make the Ranger more attuned to the natural environment thus affecting their CS +1 for every +2 DS they get from it. Phoen's Strength might give a STR/CS bonus. Resist Elements might give an advantage when defending against Elemental based attacks such as TD (or E-wave too...).

Some possibilities: Foraging is renamed and serves a dual-function as a warding spell. When the Foraging Warding spell works, the effect is that the Target becomes overpowered to some degree with their sensory perceptions with particular results to smell. They become distracted and much easier to ward for the Ranger, thus a -10 TD for 30 seconds (with more for training or critical levels of ward success) occurs. Skinning becomes a Maneuver Based spell (which doesn't need the caster role update obviously to change to this) and slices at the skin of the critter --- while they are still alive! A huge success would be to literally skin them alive causing instant death (but they'd have to skin them again after the corpse is left--bonus possible to Skinning?). Camouflage carries an advantage which for the first time will combine the use of Ambushing from Hiding with Casting, thus giving the caster a big advantage from the spell with a one-time strike with a +15 to CS. Sun Burst focuses specifically on the eyes of the target and will have a CS based chance to melt them completely. Evoking Tangleweed will wrap the weed around the legs of the target if successfully warded against and the weed will cause massive damage the higher up it goes (always knocking them over). Breeze will function as a BOLT spell alternately which has a knock-down effect and hopefully a stance raising effect like Call Wind. Self Control gives the CS warding Ranger the chance to control the self of the critter (particularly effective or only effective on animals) which will direct the critter to its own extermination, something like the restuarant at the end of the universe with the pig bred to slaughter itself freshly for the chef at your selection for its best choice of parts just before. The result will be the critter may wind up on the ground with neck exposed (you may see your weapon strike automatically and cut the neck easily with head lopped off, all from the CS messaging). Sneaking can be a CS warding based spell which gives the Ranger a sneaky magical pathway to the critter thus getting up real close without detection to strike with a manuever in a vulnerable spot! So if the CS ward works the Ranger will trigger the CM based attack which will have a high chance for a critical with a poison. Mobility will force the critter when warded to behave unnaturally fast and with dexterity beyond their control, thus giving them the consequence of self-inflicted wounds at the level of the successful ward.
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Re: Ranger Path Concept: Ranger Option As Casters 03/10/2017 11:47 AM CST


Rangers don't really need a buff, their kit is pretty good as it stands.
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