A Monster for Every Season: Summer 2
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    Default [d20r, Class] The Ranger

    HD: d8

    {table=head]Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th
    1st | +1 | +1 | +2 | +0 | Favored Terrain, Track | 0 | - | - | - | -
    2nd | +2 | +1 | +3 | +0 | Ambush +1d4, Natural Bond | 0 | - | - | - | -
    3rd | +3 | +2 | +3 | +1 | Woodland Stride | 1 | - | - | - | -
    4th | +4 | +2 | +4 | +1 | Momentum | 1 | - | - | - | -
    5th | +5 | +3 | +4 | +1 | Ambush +2d4, Favored Terrain | 1 | 0 | - | - | -
    6th | +6/+1 | +3 | +5 | +2 | Dire Charge | 2 | 0 | - | - | -
    7th | +7/+2 | +3 | +5 | +2 | Armored Mobility -1 | 2 | 1 | - | - | -
    8th | +8/+3 | +4 | +6 | +2 | Ambush +3d4, Trackless Step | 2 | 1 | - | - | -
    9th | +9/+4 | +4 | +6 | +3 | Camouflage | 2 | 1 | 0 | - | -
    10th | +10/+5 | +5 | +7 | +3 | Favored Terrain, Armored Mobility -2 | 2 | 2 | 0 | - | -
    11th | +11/+6/+1 | +5 | +7 | +3 | Ambush +4d4 | 3 | 2 | 1 | - | -
    12th | +12/+7/+2 | +6 | +8 | +4 | Hide in Plain Sight | 3 | 2 | 1 | - | -
    13th | +13/+8/+3 | +6 | +8 | +4 | Armored Mobility -3 | 3 | 2 | 1 | 0 | -
    14th | +14/+9/+4 | +6 | +9 | +4 | Ambush +5d4 | 3 | 2 | 2 | 0 | -
    15th | +15/+10/+5 | +7 | +9 | +5 | Favored Terrain | 3 | 3 | 2 | 1 | -
    16th | +16/+11/+6/+1 | +7 | +10 | +5 | Armored Mobility -4 | 3 | 3 | 2 | 1 | -
    17th | +17/+12/+7/+2 | +8 | +10 | +5 | Ambush +6d4 | 3 | 3 | 2 | 1 | 1
    18th | +18/+13/+8/+3 | +8 | +11 | +6 | Trackless Troupe | 4 | 3 | 2 | 2 | 1
    19th | +19/+14/+9/+4 | +9 | +11 | +6 | Armored Mobilty -5 | 4 | 3 | 3 | 2 | 1
    20th | +20/+15/+10/+5 | +9 | +12 | +6 | Favored Terrain, Ambush +7d4, Improved Momentum | 4 | 3 | 3 | 2 | 2[/table]

    Skills (4 + Int, x4 at first level): A ranger starts with either the Explorer, the Adventurer, or the Trapper skill set and selects one other. She also receives Initiative as a bonus skill.

    Prowess: A ranger receives four points of prowess per level.

    Proficiencies: A ranger is proficient with simple and martial weapons, as well as light and medium armor and shields (but not tower shields).

    Spellcasting: Beginning at 1st level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare her spells in advance.

    To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rangerís spell is 10 + the spell level + the rangerís Wisdom modifier.

    Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

    A ranger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during his daily meditation.

    Favored Terrain (Ex): At 1st level, a ranger may select a natural environment from among those given on the table below. Due to the ranger's experience in that environment, she gains a +2 bonus on Awareness, Stealth, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

    At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, she has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of her three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6, +2, and +2.

    If the ranger chooses desert or forest, she must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

    The game master may rule that a ranger can't select an environment that she has never visited.

    {table=head]Environment | Examples
    Aquatic | sea, ocean (on or under water)
    Desert, cold | tundra
    Desert, temperate or warm | badlands, sandy desert
    Forest, cold or temperate | forest
    Forest warm | jungle
    Hills | rugged terrain up to 2,000 feet elevation
    Marsh | bog, moor, swamp
    Mountain | rugged terrain above 2,000 feet elevation
    Plains | farmland, grassland, steppe, prairie
    Underground | dungeons, caverns
    Urban | towns, cities[/table]

    Track: A ranger gains the Track feat as a bonus feat at first level. A ranger who has the urban Favored Environment can instead opt to take Urban Tracking as a bonus feat instead.

    Ambush: Starting at second level, a ranger becomes better able to take advantage of surprised foes. Whenever she strikes a foe that is flat-footed, the ranger adds 1d4 damage. This damage improves by 1d4 each three levels thereafter (to 2d4 at 5th, 3d4 at 8th, and so on), to a maximum of 7d4 at 20th level. Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits.

    Natural Bond: At second level, the ranger becomes more in tune with nature. She may select between one of the following powers: either she may obtain a suite of domains, adding its spells to her spell list and obtaining their domain powers; alternatively, she may obtain an animal companion.

    If she chooses the domain option, she gains access to the Animal, Plant, and Weather domains. She does not cast these with her regular spell slots, though she does add the spells to her class spell list for determining the use of spell completion and spell trigger items.

    Instead, she uses the following table to determine her domain spells per day:

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    {table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th
    2nd | 1 | - | - | - | - | -
    3rd | 1 | - | - | - | - | -
    4th | 1 | - | - | - | - | -
    5th | 1 | 1 | - | - | - | -
    6th | 1 | 1 | - | - | - | -
    7th | 1 | 1 | - | - | - | -
    8th | 2 | 1 | 1 | - | - | -
    9th | 2 | 1 | 1 | - | - | -
    10th | 2 | 1 | 1 | - | - | -
    11th | 2 | 2 | 1 | 1 | - | -
    12th | 2 | 2 | 1 | 1 | - | -
    13th | 2 | 2 | 1 | 1 | - | -
    14th | 3 | 2 | 2 | 1 | 1 | -
    15th | 3 | 2 | 2 | 1 | 1 | -
    16th | 3 | 2 | 2 | 1 | 1 | -
    17th | 3 | 3 | 2 | 2 | 1 | 1
    18th | 3 | 3 | 2 | 2 | 1 | 1
    19th | 3 | 3 | 2 | 2 | 1 | 1
    20th | 4 | 3 | 3 | 2 | 2 | 1[/table]

    Like her regular spellcasting, the ranger prepares spells--in fact, she prepares these domain spells and her regular spells at the same time.

    Unlike regular spellcasting, the numbers on the table above are fixed, and she does not gain bonus domain spells per day if she has a high Wisdom score. She is not required to have a high Wisdom score to cast high-level spells from these domains, although the DCs of these spells (if applicable) are determined according to the Spellcasting class feature above.


    Alternatively, she may gain the services of an animal companion, selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

    A 2nd level ranger's companion is completely typical for its kind except as noted below. As a ranger advances in level, the animalís power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    A ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the characterís ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the characterís ranger level and compare the result with the ranger level entry on the table to determine the animal companionís powers. (If this adjustment would reduce the rangerís effective level to 0 or lower, she canít have that animal as a companion.)

    Animal Companion Basics
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    Use the base statistics for a creature of the companionís kind, but make the following changes.

    {table=head]Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special
    1st-2nd | +0 | +0 | +0 | 1 | Link, share spells
    3rd-5th | +2 | +2 | +1 | 2 | Evasion
    6th-8th | +4 | +4 | +2 | 3 | Devotion
    9th-11th | +6 | +6 | +3 | 4 | Multiattack
    12th-14th | +8 | +8 | +4 | 5 | -
    15th-17th | +10 | +10 | +5 | 6 | Improved evasion
    18th-20th | +12 | +12 | +6 | 7 | -[/table]

    Class Level: The characterís ranger level. The rangerís class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companionís abilities and the alternative lists available to the character.

    Bonus HD: Extra Animal-type Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companionís base attack and base save bonuses. See the Animal type for details.

    Natural Armor Adj.: The number noted here is an improvement to the animal companionís existing natural armor bonus.

    Str/Dex Adj.: Add this value to the animal companionís Strength and Dexterity scores.

    Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks donít require any training time or Handle Animal checks, and they donít count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they canít be changed.

    Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesnít have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells (Ex): At the rangerís option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

    Additionally, the ranger may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A ranger and her animal companion can share spells even if the spells normally do not affect creatures of the companionís type (animal).

    Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


    Woodland Stride (Ex): Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

    Momentum (Ex): Starting at 4th level, a ranger increases her initiative score (not her modifier) by 1 at the end of each of her turns. This may alter her place in the initiative order: if so, she acts at her new placement. This bonus dissipates at the end of combat.

    As a function of this ability, the ranger may use a swift action to force an opponent within 30' to make a Will save (DC 10 + 1/2 ranger level + Wis mod). If the foe fails, they become flat-footed until the end of the ranger's turn. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement.

    Dire Charge (Ex): Starting at 6th level, whenever a ranger charges a flat-footed opponent, she may make a full-attack at the end of her charge, including Ambush damage.

    Armored Mobility (Ex): At 7th level and beyond, a ranger decreases the armor check penalty on any armor she wears and which she is proficient by 1. This reduction increases each three levels thereafter, to 2 at 10th, 3 at 13th, and so on, to a maximum of 5 at 19th level. Any medium or heavy armor whose armor check penalty is reduced to zero no longer causes the ranger to decrease their movement speed.

    Trackless Step (Ex): Starting at 8th level, a ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

    Camouflage (Ex): A ranger of 9th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

    Trackless Troupe (Ex): At 18th level, the ranger gains the ability to hide her allies' tracks as well as her own. She may apply her Trackless Stride ability to a number of allies equal to her Wisdom modifier while using that ability.

    Improved Momentum (Ex): At 20th level, the ranger is able to aid her allies into moving more adroitly. Any ally who ends their turn within 30' of the ranger improves their initiative score by 1, in the same fashion as the Momentum ability. The ranger may also utilize a swift action to gain an extra move action this round. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement.
    Last edited by Fax Celestis; 2009-08-21 at 02:30 PM.

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    Orc in the Playground
     
    NinjaGuy

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    Default Re: [d20r, Class] The Ranger

    Looks good.


    Like the domain spells added to spell list. Look forward to seeing Ranger spell list, see what may be added, changed, etc.

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    Bugbear in the Playground
     
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    Default Re: [d20r, Class] The Ranger

    Why is the capstone ability teamwork-oriented when the rest of the class screams "loner"?
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    Default Re: [d20r, Class] The Ranger

    Oh, good, now my ranger thread won't get any replies

    Looks pretty cool though, especially the whole Momentum thing, though I'm not sure what a bunch of these abilities have to do with rangers. I suppose this is more like a ranger/scout?

    Dire Charge is a pretty sweet and simple way of balancing Pounce, too (but now all of our uberchargers will be invisible =O!). It's one of the only things that's not improved during the class though, so maybe to fill in the 18th level, improve Dire Charge in some way? Make a full attack against every flatfooted opponent within charge range who is lower than you in initiative order? That could be too much, but something like that.

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    Titan in the Playground
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by thegurullamen View Post
    Why is the capstone ability teamwork-oriented when the rest of the class screams "loner"?
    I wanted to improve an existing feature instead of come up with a different one. Do you have a better suggestion for what could go there?

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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Fax Celestis View Post
    I wanted to improve an existing feature instead of come up with a different one. Do you have a better suggestion for what could go there?
    Well, the first thing that comes to my mind, is sacrificing some amount of your initiative score to gain an extra move action or something. I mean, you've got a steadily increasing Initiative score, if you get to the top of the order you may as well do something with the excess....

    I'm not quite sure how to keep something like that balanced, though.
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    PairO'Dice Lost's Avatar

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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Fax Celestis View Post
    I wanted to improve an existing feature instead of come up with a different one. Do you have a better suggestion for what could go there?
    Perhaps whenever Momentum would let him improve his initiative so that he now acts before an enemy he previously acted after, he treats them as flat-footed on his next turn? Kind of like "Well, I didn't get to take advantage of you being flat-footed at the beginning of combat, but I've caught up now!"

    No idea what you'd call it (Lethal Momentum or Tricky Footwork or anything else I can think of either sound boring, stupid, or too rogue-ish), but it would add a nice bit of synergy with Ambush and Dire Charge.
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    Default Re: [d20r, Class] The Ranger

    How about Skill Mastery ability for Survival, Knowledge (Nature) and Knowledge (Dungeoneering)?

    I'm not sure if I like the spellcasting, to me, a Ranger's touch with nature should be more innate. To use an analogy, Rangers are to Paladins what Druids are to Clerics, and I've always disliked Paladins having spells.

    I also don't see them using many elemental effects. I think that, perhaps, Animal or Plant domain abilities may be appropriate, or at least some means of communing with plants/animals, but I just don't see them tossing around Fireballs or the like.

    Also, Ambush, and similar abilities, look exploitable, particularly in conjunction with Feint (rendering opponent flat-footed). Why not make it closer to "On the first round of combat, if his opponents are not aware of his presence", which seems to be closer to what you are wanting to do.

    However, I greatly applaud your use of Terrain Mastery. I always felt that was a great flaw in the Core Ranger.

    They seem to have lost Swift Tracker, I would like to see that returned. Perhaps some other benefits to tracking as well. These guys are Rangers, after all.
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    Ogre in the Playground
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    Default Re: [d20r, Class] The Ranger

    I like it. Momentum is very interesting. I like the idea of "spending" your Initiative score for bonuses. Given the nature of what the initiative score means, extra move actions would make sense. Perhaps some other speed related bonuses, like making an opponent flatfooted against your attacks for a round, casting a spell as a Move or Swift action...

    Regarding Natural Bond: Does the Ranger only get the 1 Domain throughout their career? Are your new domains really powerful enough to even think of comparing to an animal companion? Could the ranger gain new domains, or have them improved, like how he can get a better animal companion and how they improve? Assuming you're keeping domains at least roughly what they are in 3.5, Rangers will only be able to use up to lv 4 spells anyways. Seems like a very foolish choice to take over an AC right now.

    Minor question: Why is your medium save progression +8 at level 19? Wouldn't the pattern dictate it to change from 8 to 9 at 19th level? And that way poor saves "max" at 18th level, medium saves at 19th level, and good saves at 20th level.

    Other that that, the class looks great! I can't wait to see the rest of d20r!

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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by ShneekeyTheLost View Post
    I'm not sure if I like the spellcasting, to me, a Ranger's touch with nature should be more innate. To use an analogy, Rangers are to Paladins what Druids are to Clerics, and I've always disliked Paladins having spells.
    Sorry, spellcasting's staying, though the spells themselves will likely change somewhat.

    I also don't see them using many elemental effects. I think that, perhaps, Animal or Plant domain abilities may be appropriate, or at least some means of communing with plants/animals, but I just don't see them tossing around Fireballs or the like.
    That's a possibility.

    Also, Ambush, and similar abilities, look exploitable, particularly in conjunction with Feint (rendering opponent flat-footed). Why not make it closer to "On the first round of combat, if his opponents are not aware of his presence", which seems to be closer to what you are wanting to do.
    "Ambush" is pretty much "Sudden Strike lite", so I don't really see a problem with letting the ranger utilize it against any flat-footed target. The rogue gets better damage off an easier-to-activate mechanic in the form of sneak attack.

    They seem to have lost Swift Tracker, I would like to see that returned. Perhaps some other benefits to tracking as well. These guys are Rangers, after all.
    Swift tracking got folded into the investable Track feat.
    Quote Originally Posted by MammonAzrael View Post
    I like it. Momentum is very interesting. I like the idea of "spending" your Initiative score for bonuses. Given the nature of what the initiative score means, extra move actions would make sense. Perhaps some other speed related bonuses, like making an opponent flatfooted against your attacks for a round, casting a spell as a Move or Swift action...
    That's a distinct possibility.

    Regarding Natural Bond: Does the Ranger only get the 1 Domain throughout their career? Are your new domains really powerful enough to even think of comparing to an animal companion? Could the ranger gain new domains, or have them improved, like how he can get a better animal companion and how they improve? Assuming you're keeping domains at least roughly what they are in 3.5, Rangers will only be able to use up to lv 4 spells anyways. Seems like a very foolish choice to take over an AC right now.
    Point taken. I'm considering limiting animal companions to the base versions and not allowing advanced companions, but that's merely theory. I'll consider making a domain progression instead of just a domain selection.

    Minor question: Why is your medium save progression +8 at level 19? Wouldn't the pattern dictate it to change from 8 to 9 at 19th level? And that way poor saves "max" at 18th level, medium saves at 19th level, and good saves at 20th level.
    That...would be a math error.

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    GnomeWizardGuy

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    Default Re: [d20r, Class] The Ranger

    Cool. a couple questions though.

    Why is the spellcasting have 4th level spells go to 4 per day before any other levels?

    Did you consider using skirmish damage instead of ambush damage? I personally think that that also feels rangery, maybe a choice between the two? I am not saying that ambush is bad, but I personally like skirmish better.

    As for the capstone, why not double the momentum up? 2 per round rather than 1, etc.?

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    Default Re: [d20r, Class] The Ranger

    Perhaps with Domains, Rangers would cast them separately from their other spells, at a more normal progression, giving them access to a very select number of high level spells. Or the domain abilities could be invest-able somehow (perhaps be spending your Initiative score?).

    Maybe there could be unique domains related to terrain, and would gain bonuses for being your Favored Terrain.

    EDIT: As Charlie mentioned, the spell progression does look a bit wonky.

    And Charlie, just bumping the Momentum to +2 seems a little undramatic for a capstone, IMO. I wouldn't avoid taking a PrC for something like that.
    Last edited by MammonAzrael; 2009-01-05 at 07:10 PM.

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    SamuraiGuy

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    Default Re: [d20r, Class] The Ranger

    My thoughts-

    Momentum: This is awesome. I agree with previous posters that the ranger should be able to spend their momentum at some point to gain combat advantages (flat foot opponents or gain additional actions).

    Ambush: You say flat footed, but do you really mean flat footed? Just because a creature is denied its dex bonus to AC doesn't mean it is flat footed. As far as I know, only at the start of combat before you have acted, and a couple other obscure and very rare circumstances, is somebody actually flat footed. Even if you are invisible or have succesfully feinted an opponent, they are not considered flat-footed, just denied their dexterity bonus to AC.

    Attunement: Great! I like the choice of improved spellcasting or an animal companion, and I like the choice early in the ranger's career. The elemental domains may not be appropriate, but they may be OK. In the end it'll be your preference.

    Archery: Wait a minute, no archery bonuses? What the heck! Will there be archery spells on the spell list? Are you making up new spells for the spell list? We just don't know!!!
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Charlie Kemek View Post
    Why is the spellcasting have 4th level spells go to 4 per day before any other levels?
    ...

    *shakes fist at Reina's class table generator*

    I'll fix that.

    Did you consider using skirmish damage instead of ambush damage? I personally think that that also feels rangery, maybe a choice between the two? I am not saying that ambush is bad, but I personally like skirmish better.
    Skirmish isn't OGL, so I won't be using it.

    Quote Originally Posted by MammonAzrael View Post
    Perhaps with Domains, Rangers would cast them separately from their other spells, at a more normal progression, giving them access to a very select number of high level spells.
    YES. AMAZING. PERFECT. *chalks up on "to-add" list*

    Quote Originally Posted by Gaurd Juris View Post
    Momentum: This is awesome. I agree with previous posters that the ranger should be able to spend their momentum at some point to gain combat advantages (flat foot opponents or gain additional actions).

    Ambush: You say flat footed, but do you really mean flat footed? Just because a creature is denied its dex bonus to AC doesn't mean it is flat footed. As far as I know, only at the start of combat before you have acted, and a couple other obscure and very rare circumstances, is somebody actually flat footed. Even if you are invisible or have succesfully feinted an opponent, they are not considered flat-footed, just denied their dexterity bonus to AC.
    *reads these two statements together*

    That's how to fix that. Spend Momentum to either gain a move action or flat-foot an opponent for one round.

    Archery: Wait a minute, no archery bonuses? What the heck! Will there be archery spells on the spell list? Are you making up new spells for the spell list? We just don't know!!!
    Archery is still available as a combat option. Combat styles just didn't make sense (and are more the purview of the Dreadnaught anyway).

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    Default Re: [d20r, Class] The Ranger

    Ever since I first got the First Edition PHB in 1981, the Ranger has been my personal favorite class. While I had a few issues with the 3.0 Ranger and was relatively pleased with both the 3.5 Ranger and the non-spellcasting Ranger from UA, this version blows them away. Good job. I especially enjoy the Favored Terrain feature.

    I have a couple of questions, which may have already been addressed. First, with Natural Bond, it seems the Ranger can either have access to one of a few domains, or can get an animal companion. As someone who is not a fan of animal companions (it's kind of an abused feature, along with familiars) I applaud this option. However, it seems that access to one domain isn't the same as getting an animal that improves as you level. Does the getting a domain feature also give you one extra domain spell a day, per the Cleric feature?

    Second, how would the Ambush feature work in the Wound/Vitality system variant presented in UA? IIRC, Sneak Attack gives the Rogue an extra +1 to damage (for every d6 that it would normally be) in the WP/VP variant, which goes to WP in a critical hit. Would that be the same for Ambush, even though they use d4s? And wouldn't that seem a bit off, since Ambush gives more d4s than Sneak Attack gives d6s?
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    What are you?



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    Default Re: [d20r, Class] The Ranger

    In some ways, this Ranger is an even better archer than the Core Ranger, even with the lack of the feats, because of the additional damage generated. If you're wanting a 'sniper' ranger, you can just pick the relevant feats up at the relevant levels. However, being able to add more damage to each shot is a weak point of Archery, and one that this class is able to dramatically increase.

    It lends itself to TWF as well, without actually going out and granting TWF feats.

    In short, it promotes archery and TWF, by granting extra damage, without actually going out and giving you feats that let you do it better, or forcing choices or decisions on you at early levels.

    I would like to posit that you can choose either Animal Companion OR both Plant and Animal Domains, including granted abilities.

    Considering they already get Speak With Animals, the Animal Domain ability, this is less useful to them than to a Cleric. Many of the Animal Domain spells 5th level and under are also ones that Rangers get anyways (Summon Nature's Ally being an exception).

    Also the 1st through 3rd level domain spells for the Plant domain are also Ranger spells of the same level, and the 4th level Plant domain spell is a 3rd level Ranger spell.

    As written, there is almost no point whatsoever to having them. Give them both, and toss in a little something more. Maybe the old Wild Empathy, or some other method of 'diplomacy with animals' ability.

    Trackless Step would also be an ability that this Ranger would likely see benefit from. In fact, it would not be out of question to be able to eventually Trackless Step the whole party, by removing all traces of the party's tracks himself.
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    Default Re: [d20r, Class] The Ranger

    Yay! You've finally found time to redo the ranger! I've been waiting for this since you did the Paladin. Now to go badger my Dm's to let me use it...

    Not sure about the Natural bond or Momentum features as written, though I think some of the suggestions in the thread are great.

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    Default Re: [d20r, Class] The Ranger

    I have to say I both love and hate the momentum class feature. It is a really interesting and flavorful dynamic, however I see a few big (imo) problems with it.

    First, +1 per round is not a very big boost, especially when many combats don't last more than a handful of rounds, and now your talking about spending initiative to power other class features, which means that they probably aren't going to be getting nearly as big an impact for their bonus.

    Second, and more important, in my opinion, I think this method of constantly gaining and losing initiative will be a lot of extra bookkeeping for the DM. I'm all for putting the responsibility of keeping track of a character's abilities in the player's hands. Forcing it onto an already heavily loaded DM seems like a bad idea. There are ways of adjusting to put this back on the player, but it seems like overall a lot of work for all involved.

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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Fax Celestis View Post

    (high level domain spells)
    YES. AMAZING. PERFECT. *chalks up on "to-add" list*
    I like this idea, but are 9th level spells really balanced against an animal companion? Maybe take the domain up to 6 or 7 instead.

    Quote Originally Posted by Fax Celestis View Post



    Archery is still available as a combat option. Combat styles just didn't make sense (and are more the purview of the Dreadnaught anyway).
    Then I suggest home brewing some archery spells for the ranger list, because as it stands, this ranger doesn't make a great archer. He doesn't particularly rely on dexterity for any of his abilities, doesn't get any bonuses to archery (other than the highly situational ambush, which actually applies to all attacks), doesn't get any archery-related bonus feats.... is totally outclassed by the phb fighter in every way when it comes to making an archer. To me this is a slight issue, since the ranger is supposed to be a natural archers.

    As for the dreadnaut... how is he a combat style expert? An archer? It's not that big of a deal, just a suggestion that I'm sure you'll take under advisement and do what you think is best with.
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Gaurd Juris View Post
    I like this idea, but are 9th level spells really balanced against an animal companion? Maybe take the domain up to 6 or 7 instead.
    Perhaps, but as I pointed out, most of the lower level plant and animal spells are already Ranger spells, so it wouldn't net him much.



    Then I suggest home brewing some archery spells for the ranger list, because as it stands, this ranger doesn't make a great archer. He doesn't particularly rely on dexterity for any of his abilities, doesn't get any bonuses to archery (other than the highly situational ambush, which actually applies to all attacks), doesn't get any archery-related bonus feats.... is totally outclassed by the phb fighter in every way when it comes to making an archer. To me this is a slight issue, since the ranger is supposed to be a natural archers.
    I disagree, particularly if there is a mechanic for making an opponent flat-footed. Extra damage on archery is hard to come by unless you want to use the Swift Hunter/Scout cheese. However, perhaps another method will present itself.

    As for the dreadnaut... how is he a combat style expert? An archer? It's not that big of a deal, just a suggestion that I'm sure you'll take under advisement and do what you think is best with.
    Dreadnought is supposed to be the replacement for the Fighter. He's got combat styles out the ying-yang. A quintessential free-lance soldier, his sole stock in trade being his skill in combat.
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by ShneekeyTheLost View Post
    I disagree, particularly if there is a mechanic for making an opponent flat-footed. Extra damage on archery is hard to come by unless you want to use the Swift Hunter/Scout cheese. However, perhaps another method will present itself.
    I'd only go along with this if the mechanic to make your opponent flat footed came fairly early-way way earlier than level 20.

    Quote Originally Posted by ShneekeyTheLost View Post
    Dreadnought is supposed to be the replacement for the Fighter. He's got combat styles out the ying-yang. A quintessential free-lance soldier, his sole stock in trade being his skill in combat.
    Source? I looked at Fax's dreadnaught and as it currently stands it has no fighting styles. I see that he intends to add them, but even if he does the class is awkardly suited to an archery build at best. His fencer doesn't make a very atractive archer either. Since he's splitting up the fighting styles among a variety of warrior-type classes, I'd say the Ranger is his best bet for an archer, but that's ultimately for him to decide.
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by Gaurd Juris View Post
    I'd only go along with this if the mechanic to make your opponent flat footed came fairly early-way way earlier than level 20.
    Agreed.

    Source? I looked at Fax's dreadnaught and as it currently stands it has no fighting styles. I see that he intends to add them, but even if he does the class is awkardly suited to an archery build at best. His fencer doesn't make a very atractive archer either. Since he's splitting up the fighting styles among a variety of warrior-type classes, I'd say the Ranger is his best bet for an archer, but that's ultimately for him to decide.

    Source. A Dreadnought's main ability is that he has craptons of Prowess which he can use to heavily Invest into key feats. He can grab Manyshot, invest 15 points into it to make it Greater Manyshot, grab Improved Critical, dump another 15 points into it to drop the threaten threshold to something like 16-20/X3, and still have enough Prowess left over to start dumping stuff into dump 10 into Rapid Shot for when you feel like making a Flurry with arrows. Then grab Shot on the Run, and dump the rest of your Prowess into it to grab just as much, if not more d4's in damage than the Ranger has.
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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by ShneekeyTheLost View Post
    Agreed.




    Source. A Dreadnought's main ability is that he has craptons of Prowess which he can use to heavily Invest into key feats. He can grab Manyshot, invest 15 points into it to make it Greater Manyshot, grab Improved Critical, dump another 15 points into it to drop the threaten threshold to something like 16-20/X3, and still have enough Prowess left over to start dumping stuff into dump 10 into Rapid Shot for when you feel like making a Flurry with arrows. Then grab Shot on the Run, and dump the rest of your Prowess into it to grab just as much, if not more d4's in damage than the Ranger has.
    Also try the Hunter.

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    Default Re: [d20r, Class] The Ranger

    I like the changes. The new Domain option is a lot more tempting now.

    And for some reason, the Fort save is back to +8 at level 19.

    I'm assuming you're saving making an advanced Animal Companion table for later?

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    Default Re: [d20r, Class] The Ranger

    you may want to review your advanced animal companion spoiler. you say druid in a spot where I think you mean ranger.

    Also I just read the class, and then read everyone's comments
    where is it that it says you can spend initiative points to make an opponent flat-footed?
    Just a little confused.

    Also wanted to say, Props to you Fax. I'm very excited for what you are doing here and cannot wait to see it when it is all finished.

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    Default Re: [d20r, Class] The Ranger

    Hello everyone, Iīm a long time lurker and first time poster thats been drawn out by this excellent class reworking


    Anyway, I like it. Lots. There is something that struck me, though.

    Quote Originally Posted by Fax Celestis View Post

    Trackless Step (Ex): Starting at 8th level, a ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Camouflage (Ex): A ranger of 9th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.

    Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed.

    Trackless Troupe (Ex): At 18th level, the ranger gains the ability to hide her allies' tracks as well as her own. She may apply her Trackless Stride ability to a number of allies equal to her Wisdom modifier while using that ability.
    These features all specify natural terrain. Which makes little sense in the case of a ranger who has selected Urban and (to a lesser degree) Underground as favoured terrain. My suggestion would be to change them so they apply to a Rangerīs favoured terrain(s), although this does diminish their power somewhat.

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    Default Re: [d20r, Class] The Ranger

    That, or just have them work in Urban settings if you select Urban as a Favored Terrain. And if you like this rework, you should really check out the rest of Fax's d20r, in his sig. It's really an ambitious and impressive project.

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    Default Re: [d20r, Class] The Ranger

    Quote Originally Posted by MammonAzrael View Post
    And for some reason, the Fort save is back to +8 at level 19.
    Fixed.

    I'm assuming you're saving making an advanced Animal Companion table for later?
    After I start redoing some creatures, yes.

    Quote Originally Posted by Darkkwalker View Post
    you may want to review your advanced animal companion spoiler. you say druid in a spot where I think you mean ranger.
    Fixed.

    Also I just read the class, and then read everyone's comments
    where is it that it says you can spend initiative points to make an opponent flat-footed?
    Just a little confused.
    It essentially allows you to voluntarily lower your initiative to flat-foot an opponent. I've added some text to those abilities to try to clarify them.

    Quote Originally Posted by Ferrus View Post
    These features all specify natural terrain. Which makes little sense in the case of a ranger who has selected Urban and (to a lesser degree) Underground as favoured terrain. My suggestion would be to change them so they apply to a Rangerīs favoured terrain(s), although this does diminish their power somewhat.
    Fixed, I think. Check it out.

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    Default Re: [d20r, Class] The Ranger

    Nice work. I didn't see the hunter before, but I strongly approve of it. I think as far as class features go, this is ready to rock.

    I'd be interested in seeing one of these actually play. I'm pretty sure it'll rock but it's hard to tell for sure. It seems like the best move is for the ranger to voluntarily hose its initiative each round, which might get silly. Maybe add that initiative number can't go into the negatives in this way? Or would the skipped turn take care of that? I can't tell.

    Also I think it's important to note that without Favored Enemy and Combat Style, the main offense of the ranger class is spellcasting (since ambush won't always be active). Are we going to see a new spell list, or does the ranger use the SRD ranger spell list? There are a lot of great ranger spells in the PHB II, but I know you're only working with OGL here.

    Also interesting to note: the ranger's best bet will be a set of mithral full plate, since he can wear medium armor, have his a-c-check penalty reduced to nothing eventually, and has no chance of spell failure.
    Last edited by Human Paragon 3; 2009-01-06 at 11:25 AM.
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    Default Re: [d20r, Class] The Ranger

    Weather domain isn't in the D20 SRD. That could cause... complications. I was looking at the Water domain, since it has some overlap, but I don't think it would be appropriate for them to get Cone of Cold as a 6th level domain spell. Perhaps the Travel domain would work? The Earth domain would also certainly be appropriate, since they don't get over 6th level spells.
    Last edited by ShneekeyTheLost; 2009-01-06 at 11:26 AM.
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