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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707651" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Skill Powers: The Cunning Hunt</span></p><p></strong></p><p>Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be hunting for Skill powers for your most lackluster Utility level (L6): your power selection is pretty solid from then on.</p><p></p><p><span style="font-size: 18px"><strong>Class Skill Powers</strong></span></p><p></p><p><strong>Acrobatics Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #0000ff">Agile Recovery</span> (PHB 3) - Forever changes standing up to a Minor Action. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><span style="color: #800080">Dodge Step</span> (PHB 3) - The trigger goes off too late for you to avoid a hit. Unimpressive.</p><p></p><p>Graceful Maneuver (PHB 3) - A decent repositioning ability, though half your speed is not all that much.</p><p></p><p><span style="color: #800080">Perfect Balance</span> (PHB 3) - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Meh.</p><p></p><p><strong>Timely Dodge (DSG)</strong> - It lets you get out of your opponent's way, but an ally might take the fall for you. Solid, but flawed.</p><p></p><p><span style="color: #0000ff">Tumbling Dodge</span> (PHB 3) - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #800080">Drop and Roll</span> (PHB 3) - How often does this really come up? Not enough to occupy a Utility slot in my experience.</p><p></p><p><strong>Familiar Footing (DSG)</strong> - Difficult terrain protection for an encounter. Solid.</p><p></p><p>Rapid Escape (PHB 3) - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p>Reflexive Dodge (PHB 3) - A solid DR ability, that comes with a shift attached.</p><p> </p><p></p><p><strong>Athletics Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #800080">Bounding Leap</span> (PHB 3) - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat...</p><p></p><p><span style="color: #800080">Scrambling Climb</span> (PHB 3) - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.<strong></strong></p><p><strong></strong></p><p><strong>Talented Athletics (D 392) </strong>- Never truly failing hard at Athletics can be a decent safety net. Solid enough.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><strong><span style="color: #800080">Crushing Escape</span> (DSG)</strong> - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight.</p><p></p><p><strong>Kord's Force (D 392)</strong> - If you need to make some Strength checks, this is a way to get a big boost on them.</p><p></p><p><span style="color: #0000ff">Mighty Sprint</span> (PHB 3) - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty nice pick.</p><p></p><p>Sudden Leap (PHB 3) - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can see use for some Rangers.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #0000ff">Incredible Stride</span> (PHB 3) - Whoa. +4 speed for the encounter is a big buff, and it obsoletes Longstrider for any who trained Athletics. A very nice choice.</p><p></p><p><strong><span style="color: #800080">Strength Against Strength</span> (D 392)</strong> - Planning for a miss? Get a slide or a prone? Ugh.</p><p> </p><p></p><p><strong>Dungeoneering Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p>Deep Shadows (PHB 3) - Only really worth it for Str/Wis Rangers (they either don't train Stealth, or don't have enough Dexterity to make it really worthwhile), and even then it only works once per encounter. Serviceable, but not a prime choice.</p><p></p><p>Otherworldly Lore (PHB 3) - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free...</p><p></p><p><strong><span style="color: #800080">Stay Back</span> (DSG)</strong> - About as conditional as you can possibly get. Carrying a light source? Really?</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><strong>Dungeoneer's Guidance (DSG)</strong> - Bail your opponent out of a bad check. Solid.</p><p></p><p><span style="color: #0000ff">Eyes of the Deep Delver</span> (PHB 3) - Blindsight for a turn, just because you can. Usually, one turn is all you need.</p><p></p><p><span style="color: #ff0000">Stonecunning</span> (PHB 3) - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><strong><span style="color: #800080">Insane Logic</span> (DSG)</strong> - Ignore resistances on an aberrant creature? Can't say that this will blow an encounter open.</p><p></p><p><strong>Ripples in the Air (DSG)</strong> - Tremorsense is real nice to have, though having to sustain it is a bit annoying.</p><p></p><p><strong>Spider Dodge (D 389)</strong> - A rather conditional power, but it's great when it does work.</p><p></p><p>Trap Sense (PHB 3) - A sweet trap-redirection ability, it’s rather conditional, which is what holds it back against pretty stiff competition.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p>Practiced Mental Defense (D 385) - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations).</p><p> </p><p></p><p><strong>Endurance Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #800080">Endure Pain</span> (PHB 3) - This would be better if you had more emphasis on your Constitution score, but as it is, it’s unimpressive for most Rangers.</p><p></p><p><strong><span style="color: #800080">Examplar of Valor</span> (D 392)</strong> - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Grit and Spittle</span> (D 385) - Though burning up a healing surge hurts, granting yourself mass saves has got to count for something, especially at a level this low.</p><p></p><p><span style="color: #ff0000">Invigorating Presence</span> (PHB 3) - Some mass THP when you second wind, but the vast majority of Rangers won't be using second wind as a standard (which this power requires). No.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><strong><span style="color: #800080">Internal Reserves</span> (D 392)</strong> - +4 to a save is nice, but as a Daily? Come on.</p><p></p><p><span style="color: #ff0000">Third Wind</span> (PHB 3) - A poor man's version of Healing Lore. Nope.</p><p></p><p>Walk it Off (PHB 3) - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Enter the Crucible</span> (DSG)</strong> - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily.</p><p></p><p><span style="color: #0000ff">Reactive Surge</span> (PHB 3) - Healing in response to getting Bloodied? And it's there every encounter? Very nice.</p><p></p><p><strong>Steeled Against It (D 392)</strong> - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p>Diehard (PHB 3) - Being dazed sure beats being dead.</p><p> </p><p></p><p><strong>Heal Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #ff0000">Healer’s Gift</span> (PHB 3) - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no.</p><p></p><p><strong>Iron Resurgence (DSG)</strong> - Not exactly efficient and the range is bad, but it at least gives you a good access to healing.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><span style="color: #800080">Delay Poison</span> (PHB 3) - Certainly better in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you.</p><p></p><p><span style="color: #ff0000">Physician's Care</span> (PHB 3) - Healing is nice, but not as a standard action.</p><p></p><p><span style="color: #ff0000">Swift Recovery</span> (PHB 3) - A poor man's version of Healing Lore. Nope.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #800080">Time Out</span> (PHB 3) - This is <span style="color: #0000ff"><strong>nice</strong></span> if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one).</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p><span style="color: #800080">Miraculous Treatment</span> (PHB 3) - Again, healing is awesome, but not if it sacrifices your ability to attack.</p><p> </p><p></p><p><strong>Nature Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #800080">Mounted Coordination</span> (PHB 3) - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal.</p><p></p><p>Nature Sense (PHB 3) - Some builds can milk a Nature check subbing for initiative, and a hefty defensive boost to start the combat makes it pretty decent.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Natural Terrain Understanding</span> (D 385) - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis.</p><p></p><p><span style="color: #800080">Path of the Bounding Stag</span> (PHB 3) - Obviously <span style="color: #0000ff">better</span> if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless.</p><p></p><p>Practiced Rider (PHB 3) - About as campaign-dependent as they come, but hey, it’s an At-Will!</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #0000ff">Spot the Path</span> (PHB 3) - Party-wide difficult terrain ignoring is sweet.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p><span style="color: #0000ff">Nightshade Draught</span> (D 385) - Anything that keeps you from dropping dead is appreciated on a Ranger, especially when it allows you to operate at full efficiency (just remember to heal ASAP).</p><p> </p><p></p><p><strong>Perception Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p>Far Sight (PHB 3) - There are like a million ways to get this minor buff as a Ranger, but having it once per encounter on-demand will do ‘till you get Point Blank Shot.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><strong><span style="color: #800080">Foil Ambush</span> (DSG)</strong> - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh.</p><p></p><p>Guided Shot (PHB 3) - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough.</p><p></p><p>Trapfinding (PHB 3) - A solid Utility power for those Archers who MC'd Rogue and picked up Thievery.</p><p></p><p><span style="color: #0000ff">Warning of Peril</span> (PHB 3) - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p>Focused Sight (PHB 3) - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns.</p><p></p><p><span style="color: #800080">Perfect Sight</span> (PHB 3) - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level.</p><p></p><p>Spot Weakness (PHB 3) - A decent bonus to your next damage roll. Average overall.</p><p></p><p>Uncanny Instincts (PHB 3) - The same thought process that applies to Nature Sense applies here; this can outstrip your default initiative in some builds, and you get to bring an ally along for the ride.</p><p> </p><p></p><p><strong>Stealth Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Elude Senses</span> (DSG)</strong> - One turn of respite from the tougher methods to avoid as a Stealth artist is actually pretty nice.</p><p></p><p><span style="color: #800080">Obscured Avoidance</span> (PHB 3) - You get At-Will mark avoidance, sans the conditional requirement, later, so this has less luster for you than for most others.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><span style="color: #800080">Concealed Shift</span> (PHB 3) - Shift you when you’re missed if you have cover/concealment. Meh.</p><p></p><p>Shrouding Gloom (PHB 3) - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p><span style="color: #0000ff">Crowd Cover</span> (PHB 3) - A pretty cool way to mess with enemy Ranged combatants, but it has its limitations (only works against ranged attacks, cover only provides +2 to all defenses). That said, it can be pretty cool if it does work.</p><p></p><p><strong>Immersed in Darkness (DSG)</strong> - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open.</p><p></p><p>Persistent Tail (PHB 3) - A decent power to keep yourself out of sight. Great out-of-combat utility for this one.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p><span style="color: #0000ff">Deepening Gloom</span> (PHB 3) - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.</p><p> </p><p></p><p><span style="font-size: 18px"><strong>Recommended Non-Class Skill Powers</strong></span></p><p></p><p>I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat.</p><p></p><p><strong>Insight Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p>Anticipate Maneuver (PHB 3) - You need to roll, but Combat Advantage as a Minor Action is pretty solid.</p><p></p><p><strong><span style="color: #0000ff">Calculated Acumen</span> (DSG)</strong> - CA as a minor with range 10 is nice - knowing the vulnerabilities really is just a gravy benefit.</p><p></p><p><strong>Damning Secret (D 389)</strong> - Subbing Intimidate out for Insight is a net plus for a class that typically dumps Charisma as hard as Rangers tend to do.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Conceal Psyche</span> (DSG)</strong> - One of the few ways to shrug off (save ends) dominate at these low levels, and it can give you a bump to your Will defense, too.</p><p></p><p>Empathic Read (PHB 3) - A great way for you (usually the party radar) to save the party face from himself.</p><p></p><p><span style="color: #800080">Insightful Counter</span> (PHB 3) - A decent way to avoid granting CA, but that's not really the scariest thing that can happen to you.</p><p></p><p><span style="color: #800080">Prescient Maneuver</span> (PHB 3) - Get your inner Avenger on. This is basically Melee-only (and not your style), though.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p>Insightful Comment (PHB 3) - Though of limited use in combat, this is a 1-turn mega-buff for everyone out of it, which can swing a skill challange.</p><p></p><p><span style="color: #0000ff">Prescient Defense</span> (PHB 3) - A solid defense bump when you need it the most. Pretty nice to have.</p><p></p><p><span style="font-size: 12px"><strong>Level 16:</strong></span></p><p></p><p><strong><span style="color: #800080">Despana's Stratagem</span> (DSG)</strong> - Being a Daily really limits its use, but not provoking nor granting CA for a turn can have a couple of nice uses. That said, this is a rather high-level power, and I expect more from those.</p><p></p><p><span style="color: #0000ff">Insightful Riposte</span> (PHB 3) - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter.</p><p> </p><p></p><p><strong>Thievery Powers</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 2:</strong></span></p><p></p><p><span style="color: #0000ff">Fast Hands</span> (PHB 3) - Some sweet quick-swapping benefts for anyone who’ll train in the skill. Could be useful.</p><p></p><p><span style="color: #800080">Lock Tap</span> (PHB 3) - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway.</p><p></p><p>Quick Palm (PHB 3) - Again, action economy on a Thievery check, but for something you're more likely to need to do fast.</p><p></p><p><span style="font-size: 12px"><strong>Level 6:</strong></span></p><p></p><p>Hasty Retreat (PHB 3) - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like.</p><p></p><p>Quick Switch (PHB 3) - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice.</p><p></p><p><span style="color: #800080">Stolen Defense</span> (PHB 3) - This is Anticipate Maneuver... Leader edition. You could just flank, you know.</p><p></p><p><span style="font-size: 12px"><strong>Level 10:</strong></span></p><p></p><p>Disruptive Stunt (PHB 3) - An attack debuff as part of an opportunity-free move action through an adjacent enemy's space. The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707651, member: 6793297"] [B][CENTER][SIZE=5]Skill Powers: The Cunning Hunt[/SIZE][/CENTER][/B] Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. You'll mostly be hunting for Skill powers for your most lackluster Utility level (L6): your power selection is pretty solid from then on. [Size=5][b]Class Skill Powers[/b][/size] [b]Acrobatics Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#0000ff]Agile Recovery[/COLOR] (PHB 3) - Forever changes standing up to a Minor Action. Pretty cool. [Size=3][b]Level 6:[/b][/size] [COLOR=#800080]Dodge Step[/COLOR] (PHB 3) - The trigger goes off too late for you to avoid a hit. Unimpressive. Graceful Maneuver (PHB 3) - A decent repositioning ability, though half your speed is not all that much. [COLOR=#800080]Perfect Balance[/COLOR] (PHB 3) - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Meh. [b]Timely Dodge (DSG)[/b] - It lets you get out of your opponent's way, but an ally might take the fall for you. Solid, but flawed. [COLOR=#0000ff]Tumbling Dodge[/COLOR] (PHB 3) - An example of a power that gets better as time goes on. Right now, you're likely getting a +2 bonus to all defenses at best (which is still good), whereas later on you'd be looking at +4 or so. Nice. [Size=3][b]Level 10:[/b][/size] [COLOR=#800080]Drop and Roll[/COLOR] (PHB 3) - How often does this really come up? Not enough to occupy a Utility slot in my experience. [b]Familiar Footing (DSG)[/b] - Difficult terrain protection for an encounter. Solid. Rapid Escape (PHB 3) - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up. [Size=3][b]Level 16:[/b][/size] Reflexive Dodge (PHB 3) - A solid DR ability, that comes with a shift attached. [b]Athletics Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#800080]Bounding Leap[/COLOR] (PHB 3) - A power that subs your move action for a jump that carries a bonus. Unless you optimize your Athletics check or roll very well, this is only worth it later on in your career when you can reliably clear an Athletics check equal to your speed + 1 (DC 30 for speed 5, DC 35 for speed 6, and a whopping DC 40 for speed 7). At least it’s useful out of combat... [COLOR=#800080]Scrambling Climb[/COLOR] (PHB 3) - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.[b] Talented Athletics (D 392) [/b]- Never truly failing hard at Athletics can be a decent safety net. Solid enough. [Size=3][b]Level 6:[/b][/size] [b][COLOR=#800080]Crushing Escape[/COLOR] (DSG)[/b] - How many times do you try to escape a grab? If you're not running into monsters that are in a grappling mood at least some of the time, that's dead weight. [b]Kord's Force (D 392)[/b] - If you need to make some Strength checks, this is a way to get a big boost on them. [COLOR=#0000ff]Mighty Sprint[/COLOR] (PHB 3) - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty nice pick. Sudden Leap (PHB 3) - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can see use for some Rangers. [Size=3][b]Level 10:[/b][/size] [COLOR=#0000ff]Incredible Stride[/COLOR] (PHB 3) - Whoa. +4 speed for the encounter is a big buff, and it obsoletes Longstrider for any who trained Athletics. A very nice choice. [b][COLOR=#800080]Strength Against Strength[/COLOR] (D 392)[/b] - Planning for a miss? Get a slide or a prone? Ugh. [b]Dungeoneering Powers[/b] [Size=3][b]Level 2:[/b][/size] Deep Shadows (PHB 3) - Only really worth it for Str/Wis Rangers (they either don't train Stealth, or don't have enough Dexterity to make it really worthwhile), and even then it only works once per encounter. Serviceable, but not a prime choice. Otherworldly Lore (PHB 3) - Though conditional (not only do you have to encounter an aberrant creature, you have to nail the check), it DOES hand out +4 to hit essentially for free... [b][COLOR=#800080]Stay Back[/COLOR] (DSG)[/b] - About as conditional as you can possibly get. Carrying a light source? Really? [Size=3][b]Level 6:[/b][/size] [b]Dungeoneer's Guidance (DSG)[/b] - Bail your opponent out of a bad check. Solid. [COLOR=#0000ff]Eyes of the Deep Delver[/COLOR] (PHB 3) - Blindsight for a turn, just because you can. Usually, one turn is all you need. [COLOR=#ff0000]Stonecunning[/COLOR] (PHB 3) - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power. [Size=3][b]Level 10:[/b][/size] [b][COLOR=#800080]Insane Logic[/COLOR] (DSG)[/b] - Ignore resistances on an aberrant creature? Can't say that this will blow an encounter open. [b]Ripples in the Air (DSG)[/b] - Tremorsense is real nice to have, though having to sustain it is a bit annoying. [b]Spider Dodge (D 389)[/b] - A rather conditional power, but it's great when it does work. Trap Sense (PHB 3) - A sweet trap-redirection ability, it’s rather conditional, which is what holds it back against pretty stiff competition. [Size=3][b]Level 16:[/b][/size] Practiced Mental Defense (D 385) - Keeping allies from getting stunned or dominated is nice to have, though dazed isn't a massive improvement and this is a Daily (which means this power has its limitations). [b]Endurance Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#800080]Endure Pain[/COLOR] (PHB 3) - This would be better if you had more emphasis on your Constitution score, but as it is, it’s unimpressive for most Rangers. [b][COLOR=#800080]Examplar of Valor[/COLOR] (D 392)[/b] - A couple of nice effects, but a Daily that only triggers off of Fear effects? Too conditional for my taste. [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385) - Though burning up a healing surge hurts, granting yourself mass saves has got to count for something, especially at a level this low. [COLOR=#ff0000]Invigorating Presence[/COLOR] (PHB 3) - Some mass THP when you second wind, but the vast majority of Rangers won't be using second wind as a standard (which this power requires). No. [Size=3][b]Level 6:[/b][/size] [b][COLOR=#800080]Internal Reserves[/COLOR] (D 392)[/b] - +4 to a save is nice, but as a Daily? Come on. [COLOR=#ff0000]Third Wind[/COLOR] (PHB 3) - A poor man's version of Healing Lore. Nope. Walk it Off (PHB 3) - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern. [Size=3][b]Level 10:[/b][/size] [b][COLOR=#0000ff]Enter the Crucible[/COLOR] (DSG)[/b] - Resist 10 all as a minor? Who cares if it costs you a surge? You'll probably save it back easily. [COLOR=#0000ff]Reactive Surge[/COLOR] (PHB 3) - Healing in response to getting Bloodied? And it's there every encounter? Very nice. [b]Steeled Against It (D 392)[/b] - A bit of resistance against the types you get hit with, which can be decent since it's encounter-long, but nothing to go crazy over. [Size=3][b]Level 16:[/b][/size] Diehard (PHB 3) - Being dazed sure beats being dead. [b]Heal Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#ff0000]Healer’s Gift[/COLOR] (PHB 3) - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no. [b]Iron Resurgence (DSG)[/b] - Not exactly efficient and the range is bad, but it at least gives you a good access to healing. [Size=3][b]Level 6:[/b][/size] [COLOR=#800080]Delay Poison[/COLOR] (PHB 3) - Certainly better in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you. [COLOR=#ff0000]Physician's Care[/COLOR] (PHB 3) - Healing is nice, but not as a standard action. [COLOR=#ff0000]Swift Recovery[/COLOR] (PHB 3) - A poor man's version of Healing Lore. Nope. [Size=3][b]Level 10:[/b][/size] [COLOR=#800080]Time Out[/COLOR] (PHB 3) - This is [COLOR=#0000ff][b]nice[/b][/COLOR] if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one). [Size=3][b]Level 16:[/b][/size] [COLOR=#800080]Miraculous Treatment[/COLOR] (PHB 3) - Again, healing is awesome, but not if it sacrifices your ability to attack. [b]Nature Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#800080]Mounted Coordination[/COLOR] (PHB 3) - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal. Nature Sense (PHB 3) - Some builds can milk a Nature check subbing for initiative, and a hefty defensive boost to start the combat makes it pretty decent. [Size=3][b]Level 6:[/b][/size] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Natural Terrain Understanding[/COLOR] (D 385) - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis. [COLOR=#800080]Path of the Bounding Stag[/COLOR] (PHB 3) - Obviously [COLOR=#0000ff]better[/COLOR] if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless. Practiced Rider (PHB 3) - About as campaign-dependent as they come, but hey, it’s an At-Will! [Size=3][b]Level 10:[/b][/size] [COLOR=#0000ff]Spot the Path[/COLOR] (PHB 3) - Party-wide difficult terrain ignoring is sweet. [Size=3][b]Level 16:[/b][/size] [COLOR=#0000ff]Nightshade Draught[/COLOR] (D 385) - Anything that keeps you from dropping dead is appreciated on a Ranger, especially when it allows you to operate at full efficiency (just remember to heal ASAP). [b]Perception Powers[/b] [Size=3][b]Level 2:[/b][/size] Far Sight (PHB 3) - There are like a million ways to get this minor buff as a Ranger, but having it once per encounter on-demand will do ‘till you get Point Blank Shot. [Size=3][b]Level 6:[/b][/size] [b][COLOR=#800080]Foil Ambush[/COLOR] (DSG)[/b] - A rather marginal benefit, given that you're not stopping your allies from being surprised and all you're getting is a minor shift. Meh. Guided Shot (PHB 3) - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough. Trapfinding (PHB 3) - A solid Utility power for those Archers who MC'd Rogue and picked up Thievery. [COLOR=#0000ff]Warning of Peril[/COLOR] (PHB 3) - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it. [Size=3][b]Level 10:[/b][/size] Focused Sight (PHB 3) - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns. [COLOR=#800080]Perfect Sight[/COLOR] (PHB 3) - The only reason you should take this power is if you couldn't train Dungeoneering, since they have one that's strictly better at a lower level. Spot Weakness (PHB 3) - A decent bonus to your next damage roll. Average overall. Uncanny Instincts (PHB 3) - The same thought process that applies to Nature Sense applies here; this can outstrip your default initiative in some builds, and you get to bring an ally along for the ride. [b]Stealth Powers[/b] [Size=3][b]Level 2:[/b][/size] [b][COLOR=#0000ff]Elude Senses[/COLOR] (DSG)[/b] - One turn of respite from the tougher methods to avoid as a Stealth artist is actually pretty nice. [COLOR=#800080]Obscured Avoidance[/COLOR] (PHB 3) - You get At-Will mark avoidance, sans the conditional requirement, later, so this has less luster for you than for most others. [Size=3][b]Level 6:[/b][/size] [COLOR=#800080]Concealed Shift[/COLOR] (PHB 3) - Shift you when you’re missed if you have cover/concealment. Meh. Shrouding Gloom (PHB 3) - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. [Size=3][b]Level 10:[/b][/size] [COLOR=#0000ff]Crowd Cover[/COLOR] (PHB 3) - A pretty cool way to mess with enemy Ranged combatants, but it has its limitations (only works against ranged attacks, cover only provides +2 to all defenses). That said, it can be pretty cool if it does work. [b]Immersed in Darkness (DSG)[/b] - Turning concealment into a turn of actual invisibility should have an application or two, if you're planning to go back out into the open. Persistent Tail (PHB 3) - A decent power to keep yourself out of sight. Great out-of-combat utility for this one. [Size=3][b]Level 16:[/b][/size] [COLOR=#0000ff]Deepening Gloom[/COLOR] (PHB 3) - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit. [Size=5][b]Recommended Non-Class Skill Powers[/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Insight Powers[/b] [Size=3][b]Level 2:[/b][/size] Anticipate Maneuver (PHB 3) - You need to roll, but Combat Advantage as a Minor Action is pretty solid. [b][COLOR=#0000ff]Calculated Acumen[/COLOR] (DSG)[/b] - CA as a minor with range 10 is nice - knowing the vulnerabilities really is just a gravy benefit. [b]Damning Secret (D 389)[/b] - Subbing Intimidate out for Insight is a net plus for a class that typically dumps Charisma as hard as Rangers tend to do. [Size=3][b]Level 6:[/b][/size] [b][COLOR=#0000ff]Conceal Psyche[/COLOR] (DSG)[/b] - One of the few ways to shrug off (save ends) dominate at these low levels, and it can give you a bump to your Will defense, too. Empathic Read (PHB 3) - A great way for you (usually the party radar) to save the party face from himself. [COLOR=#800080]Insightful Counter[/COLOR] (PHB 3) - A decent way to avoid granting CA, but that's not really the scariest thing that can happen to you. [COLOR=#800080]Prescient Maneuver[/COLOR] (PHB 3) - Get your inner Avenger on. This is basically Melee-only (and not your style), though. [Size=3][b]Level 10:[/b][/size] Insightful Comment (PHB 3) - Though of limited use in combat, this is a 1-turn mega-buff for everyone out of it, which can swing a skill challange. [COLOR=#0000ff]Prescient Defense[/COLOR] (PHB 3) - A solid defense bump when you need it the most. Pretty nice to have. [Size=3][b]Level 16:[/b][/size] [b][COLOR=#800080]Despana's Stratagem[/COLOR] (DSG)[/b] - Being a Daily really limits its use, but not provoking nor granting CA for a turn can have a couple of nice uses. That said, this is a rather high-level power, and I expect more from those. [COLOR=#0000ff]Insightful Riposte[/COLOR] (PHB 3) - Now this is a nice power! +3 will turn quite a few misses into hits, and that's always a good thing, especially when you get it every encounter. [b]Thievery Powers[/b] [Size=3][b]Level 2:[/b][/size] [COLOR=#0000ff]Fast Hands[/COLOR] (PHB 3) - Some sweet quick-swapping benefts for anyone who’ll train in the skill. Could be useful. [COLOR=#800080]Lock Tap[/COLOR] (PHB 3) - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway. Quick Palm (PHB 3) - Again, action economy on a Thievery check, but for something you're more likely to need to do fast. [Size=3][b]Level 6:[/b][/size] Hasty Retreat (PHB 3) - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like. Quick Switch (PHB 3) - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice. [COLOR=#800080]Stolen Defense[/COLOR] (PHB 3) - This is Anticipate Maneuver... Leader edition. You could just flank, you know. [Size=3][b]Level 10:[/b][/size] Disruptive Stunt (PHB 3) - An attack debuff as part of an opportunity-free move action through an adjacent enemy's space. The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent. [/QUOTE]
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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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