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How to Build a Better Scout?
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<blockquote data-quote="Steverooo" data-source="post: 1246661" data-attributes="member: 9410"><p><strong>Ideas</strong></p><p></p><p>One way to go that you apparently haven't thought of (which hasn't been mentioned) is Barbarian/Ranger/Rogue, with the first level taken as Rogue... Lots of skill points, faster access to Improved Uncanny Dodge, and an average of D8 hit dice. It still has the Rage problem, but I'd simply explain it away ("He has the ability, once/day, to get really mad and increase his STR & toughness for a short time, but it winds him"), or trade it out for a Feat.</p><p></p><p>Unfortunately, this means those Ranger abilities come much later...</p><p></p><p>Another way is straight Ranger, with all the skills. Favored Enemies can be whatever he fights. Spec Ops are trained to kill enemy soldiers (Favored Enemy: Humans). Sounds like FE: Humanoids (Evil), or FE:Giants might work for him.</p><p></p><p>For the spells, I allow folks wanting to play a non-casting Ranger to lose one spell slot per day (which would have been usable for any Ranger spell) for an Extraordinary ability that duplicates one of the spells on a permanent basis...</p><p></p><p>For instance, by swapping out the bonus spell for high WIS gained at fourth level, a Ranger can gain the <em>Pass Without Trace</em> Ex. ability, and become untrackable. Or, he could gain the "Weathered" Ex. ability, permanently duplicating the effects of <em>Endure Elements</em>, or have an Ex. ability similar to <em>Alarm</em>, which will wake him whenever a creature comes within a certain radius, etc.</p><p></p><p>As the Ranger would gain more spells, they may also trade away those spell slots for another ability. 2nd level slots gain Ex. abilities duplicating the effects of 2nd level spells, etc. A 2nd level slot, for instance, could grant a once/day Ex. ability to heal 1D8 HP... This is a trade-off for <em>Cure Light Wounds</em>...</p><p></p><p>Most of the things a Ranger's spells can do are really things that a survival expert should be able to do, non-magically, anyway. (There are a few exceptions, such as <em>Protection from Elements</em>, but then I don't allow that one to be traded for!)</p><p></p><p>So, your PC could trade one 1rst level slot for the effects of <em>Longstrider</em>, and get Fast Movement, anyway...</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1246661, member: 9410"] [b]Ideas[/b] One way to go that you apparently haven't thought of (which hasn't been mentioned) is Barbarian/Ranger/Rogue, with the first level taken as Rogue... Lots of skill points, faster access to Improved Uncanny Dodge, and an average of D8 hit dice. It still has the Rage problem, but I'd simply explain it away ("He has the ability, once/day, to get really mad and increase his STR & toughness for a short time, but it winds him"), or trade it out for a Feat. Unfortunately, this means those Ranger abilities come much later... Another way is straight Ranger, with all the skills. Favored Enemies can be whatever he fights. Spec Ops are trained to kill enemy soldiers (Favored Enemy: Humans). Sounds like FE: Humanoids (Evil), or FE:Giants might work for him. For the spells, I allow folks wanting to play a non-casting Ranger to lose one spell slot per day (which would have been usable for any Ranger spell) for an Extraordinary ability that duplicates one of the spells on a permanent basis... For instance, by swapping out the bonus spell for high WIS gained at fourth level, a Ranger can gain the [I]Pass Without Trace[/I] Ex. ability, and become untrackable. Or, he could gain the "Weathered" Ex. ability, permanently duplicating the effects of [I]Endure Elements[/I], or have an Ex. ability similar to [I]Alarm[/I], which will wake him whenever a creature comes within a certain radius, etc. As the Ranger would gain more spells, they may also trade away those spell slots for another ability. 2nd level slots gain Ex. abilities duplicating the effects of 2nd level spells, etc. A 2nd level slot, for instance, could grant a once/day Ex. ability to heal 1D8 HP... This is a trade-off for [I]Cure Light Wounds[/I]... Most of the things a Ranger's spells can do are really things that a survival expert should be able to do, non-magically, anyway. (There are a few exceptions, such as [I]Protection from Elements[/I], but then I don't allow that one to be traded for!) So, your PC could trade one 1rst level slot for the effects of [I]Longstrider[/I], and get Fast Movement, anyway... [/QUOTE]
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