Ranger: 'calm animal'

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slimykuotoan
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Ranger: 'calm animal'

Post by slimykuotoan »

Any ideas?
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Fizz
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Re: Ranger: 'calm animal'

Post by Fizz »

slimykuotoan wrote:
Any ideas?

I've tweaked my ranger to a be bit more like the ranger from that from 2nd Ed AD&D. I've added the animal empathy ability (2nd Ed, not 3e) but updated the mechanic to Siege.

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moriarty777
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Post by moriarty777 »

How bout a Charisma-based SIEGE check modified by the HD of the animal in question? The animal's HD is also the minimum number of rounds a ranger has to take in order to try and calm the animal down.

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slimykuotoan
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Post by slimykuotoan »

moriarty777 wrote:
How bout a Charisma-based SIEGE check modified by the HD of the animal in question?

Done and house ruled!
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Post by serleran »

I would make it function only those creatures designated as an animal, then allowing them a Mental save to resist a "charm" effect. Note, this means the animal is only friendly toward the ranger, not his allies (dogs will still growl, bark, and bite at others, for example) but can be commanded to leave the ranger's sight, but no further, sort of like a "turn" as well. If the ranger does anything threatening toward the animal, or its territory, the animal immediately becomes aggressive and attacks, functioning as though affected by "primal fury." Such abilities require at least 3 rounds of non-threatening observation and "communication," and have no effect on an animal afflicted with rabies or a primal instinct (such as defending their young, though a ranger can make them docile, he cannot make them leave.)

After that:

Ranger / Druid Ability

Animal Training (Charisma): By use of this ability, a character is able to teach a domesticated animal a trick, such as fetching food or other item, or standing watch for extended periods. Under normal circumstances, any simple trick, as noted below, can be taught to an animal in a manner of weeks, with the exact number required being one week per Hit Dice of the animal. Complex tricks require the same amount of time, but are expressed in months. All animals can learn a number of simple tricks equal to their Hit Dice, with a complex trick being considered equal to two simple. In most cases, a check is not required to teach the animal the trick; should a character wish to speed the process, a check is made with a -10 penalty. Wild animals can be domesticated with a successful check with a -10 penalty as well, but this takes a minimum of one year; afterward, no further check need be made unless the trainer wishes to teach the animal a trick at an accelerated pace. Training an animal to serve another character requires all involved to be present throughout the training process, and a check is made, with a -3 penalty.

Simple tricks include the following, noting the list is not complete:

Stay -- The animal remains at its current position, but will only attack in self-defense

Fetch -- The animal seeks out a particular item within visual distance, and returns with it if found.

Attack -- The animal attacks an opponent to the best of its ability, but will not do so recklessly.

Use ability -- The animal uses a natural ability it possesses, such as tracking, scent, or trip, as indicated by the trainer.

Come -- The animal moves from its position to be near the trainer. This trick is generally auditory, though a visual command is possible.

Mount -- The animal can be ridden, either bareback or saddled, as per the trainer's desire. Each, however, is a separate trick, and must be taught as such.

Complex tricks include the following, noting the list is not complete:

Guard -- The animal moves with its trainer, attacking as commanded; it will give up its life to save its master.

Labor -- The animal can perform some sort of manual task, such as plowing or moving trees.

Warmount -- The animal serves as an effective mount, usable in combat. The animal will attack on its own, if possible.

Castle Keepers are encouraged to create unusual tricks such as pick pockets or others, based on the trainer's abilities and those of the animal.

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Post by Fizz »

moriarty777 wrote:
How bout a Charisma-based SIEGE check modified by the HD of the animal in question? The animal's HD is also the minimum number of rounds a ranger has to take in order to try and calm the animal down.

Moriarty the Red

Although, if you wanted to be thoroughly consistent with other similar abilities, it'd be a saving throw by the animal with a CL equal to the level of the ranger.

In effect, it's the animal version of the bard ability. Not that Moriarty's wouldn't work...

Actually, that brings up a more general question- is there a rule/guideline to determine when it's an attribute check versus a saving throw?

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slimykuotoan
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Post by slimykuotoan »

I find that animal 'mental' saves are impossible to make.

ie. 18 + rangers level.

So it'd pretty much guarantee the ranger would never have to fight animals, etc.
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Re: re

Post by Fizz »

slimykuotoan wrote:
I find that animal 'mental' saves are impossible to make.

ie. 18 + rangers level.

So it'd pretty much guarantee the ranger would never have to fight animals, etc.

Well, you can also modify by the nature of the situation. For example, a mother protecting her young will be more difficult to calm down than an animal that just had a good meal.

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Post by serleran »

Perhaps, but as I said, if there is a three round beginning to it, then the likelihood of a ranger whipping this out in combat is very low. Its best if he knows the animal is there, but its not attacked yet, like, when being stalked. If the anial has already engaged, its likely the ranger will be there to help, but spending 3 rounds while the animal rips your buddies apart isn't going to earn you any favors in the party.... so, even if the animal "cant save," it will likely not need to, either.

And, it would not work under certain conditions, as I already stated.

Of course, the other way of doing it would be to have the ranger make a Wisdom save against the HD of the animal.

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slimykuotoan
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Post by slimykuotoan »

I still think a SEIGE check is the way to go; it adds some variability, and ensures not every wild dog in the country will refrain from causing rangers problems.

ie. Does the ranger have char as a prime?

12 vers 18 to start modified by level.

Even a first level ranger with a Charisma prime will have to roll an 12 or better -as opposed to the wild dog needing a 18 or higher roll.

...and a brown bear will still be an iffy encounter against even mid level rangers.

And a SEIGE check just seems to make sense; it's more of a skill that must be properly done, than a spell which has a uniform difficulty for animals to overcome...

ie. the ranger muffs up the attempt with slightly wrong body posture.

Hmm, now that I think about it, it seems a wisdom check would be more appropriate; it takes practice to mimic the non-threatening movements of elk.
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Re: re

Post by Fizz »

slimykuotoan wrote:
And a SEIGE check just seems to make sense; it's more of a skill that must be properly done, than a spell which has a uniform difficulty for animals to overcome...

Yeah, that will certainly work. I was only providing the alternative of the target making the save because that's how the mechanic works for other classes capable of influencing others.

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slimykuotoan
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Re: Ranger: 'calm animal'

Post by slimykuotoan »

Cool ideas here.
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Re: Ranger: 'calm animal'

Post by Captain_K »

The Druid Spell, Animal Friendship has all the rules you need. You do not want the ranger being better at this than the Druid I assume, so raise the level to get the spell or "spell like ability" or weaken the "spell" some so the Ranger doing it does not out shine the Druid who really should be much more Dr Dolittle than even the best Ranger..

Or use this ranger variant which gets Druid Spells and thus the ability to befriend animals.. etc.

RANGER (strength) –Modified by Captain_K

Rangers are inspired by causes or creeds, whether noble or ignoble, to battle enemies along the frontiers of their civilization, keeping in abeyance the vile depredations of evil marauders or mean beasts. They spend their lives in the trackless wastes and wilderness of the world traveling barren escarpments and dense forests in search of their foe, while studying, tracking and gaining an intimate knowledge of their manners and ways. A few of these warriors choose a different path as they progress, one of woodland magic, communing with nature, and a bit of archaic studies which grants them a limited selection of Druid and Wizard Spells.

ABILITIES
No abilities of the Ranger are changed other than the addition of the following Druid and Mage Spells and the counter balancing change in hit dice/points.

RANGER DRUIDIC SPELLS: All of the Ranger’s Druidical spells must use the normal trappings of their Druidic Circle {add these material components (holly, mistletoe, etc.) to the spell description if it does not have at least one noted – such spells are not barred}. A Ranger learns spells directly from his Druidic Circle (Druids &/or God(s)). Rangers are only taught, and thus only know, as many Druid spells as they can cast; they do not get to choose from the full range of available spells a Druid can chose from for their daily allotment of spells. The learning of these spells is up to the Ranger’s Circle of Druids, their Deities or Divine Forces, the CK, and at times, with input from the Ranger. Once taught they can only be changed by the above teachers. Rangers fundamentally cast spells as a Druid of less than half the Ranger’s level. Specifically, the Ranger’s Caster Level is the Ranger’s level minus four levels divided by two; rounding down to whole spell caster levels {CL = (RL-4)/2}. As such, they cannot cast any spells until 6th level and then as a Druid of 1st level. The number of spells they can cast per day are per the “Cleric and Druid Spells Per Day” Table using the Druid Caster level noted above. They do not gain additional spells for high Wisdom as Druids. Finally, Rangers cannot cast or learn spells of higher level than 3rd level and the Ranger can never know/cast more than two spells of any level. Ex.: A 15th level Ranger casts spells as a 5th level Druid. This Ranger would only know two zero level spells and can cast two zero level spells in one day. The Ranger can memorize for the day two uses of the same spell, thus only memorizing one spell twice. This Ranger would also know and can cast two first level spells, two second level spells, and but one third level spell each day. Rangers must be affiliated with, and on good terms with, their local Circle of Druids to gain any Druidical Spells. Rangers gain spells one, or a few, at a time directly from the Druids. As such, each spell is highly prized and considered a specially gifted ability for the Ranger from his or her Circle of Druids. A Druid is not restricted to the weapons and armor rules of Druids.

ARCHAIC (WIZARD) SPELLS: A Ranger picks up and learns wizard spells from any Mage or spell caster willing to teach the Ranger. Rangers must be taught their spells directly; they cannot learn them from books or scrolls. The gaining of wizard spells is part of game play and usually up to the CK. Rangers fundamentally cast wizard spells one level below their Druid Spell Casting Level (Ranger Level-6)/2; round down. They do not gain additional spells for high Intelligence as Wizards, but they must keep a spell book for their known Wizard spells. Rangers have no limit to the number of Wizard spells they can learn and store in their spell books for their daily allotment of wizard spells. Finally, Rangers cannot learn spells of higher level than 2nd level and the Ranger can never cast more than two spells of any level. A Ranger’s wizard spells are in addition to the Ranger’s Druid spells that can be cast that day. Ex.: A 15th level Ranger casts spells as a 4th level Wizard. This Ranger would be able to cast two zero level spells, two 1st level spells, and two 2nd level Wizard spells. Wizard spell casting requires the Ranger to abide by all the rules of spell casting as noted in the PH as if the RANGER were the “half class” in a class and a half with the Wizard.

SUBTERANEAN RANGER OPTION: Certain of these spell casting Rangers further specialize in life in the underground. They focus on the creatures, plants, fungi, and stones of this unique natural niche. These Rangers are normally Dwarves, half-orcs, or Drow, occasionally Gnomes or Halflings, rarely humans, and almost never Elves. These Rangers have the ability to permanently exchange any and all animal or plant based spells of one level for a stone or metal based spell of one level higher. Ex.: Charm Animal can be permanently exchanged for Meld Into Stone; giving early access to some spells in exchange for later or no access to others.

HIT DICE: d10 then d8 after fifth level
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Re: Ranger: 'calm animal'

Post by Arduin »

slimykuotoan wrote:Any ideas?
Make it "calm mount". The C&C Ranger, as outlined in the first 2 paragraphs of the class description don't point to that type of broad power over animals or even a proclivity to it.
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Re: re

Post by Lord Dynel »

slimykuotoan wrote:I still think a SEIGE check is the way to go; it adds some variability, and ensures not every wild dog in the country will refrain from causing rangers problems.

ie. Does the ranger have char as a prime?

12 vers 18 to start modified by level.

Even a first level ranger with a Charisma prime will have to roll an 12 or better -as opposed to the wild dog needing a 18 or higher roll.

...and a brown bear will still be an iffy encounter against even mid level rangers.

And a SEIGE check just seems to make sense; it's more of a skill that must be properly done, than a spell which has a uniform difficulty for animals to overcome...

ie. the ranger muffs up the attempt with slightly wrong body posture.

Hmm, now that I think about it, it seems a wisdom check would be more appropriate; it takes practice to mimic the non-threatening movements of elk.

I also agree that it should be a check for the ranger, not a save for the animal. The ranger is applying his skill at calming said animal, so his skill should be tested.

A Charisma SIEGE check vs. 12/18 + animal's HD + optional attitude modifiers would work well, I imagine.

Friendly (-1), Indifferent (0), Unfriendly (+1), Hostile (+2) with add-on modifiers of +2 (if the animal is with young) or -1 (provide food that the animal would eat).
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