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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
"Military Scout Ranger" for 3.5e
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6114216" data-attributes="member: 1165"><p>There's only one problem with this: it's a skill tax. IMO, this should be a class feature, not a skill, which allows the ranger to use a previously existing skill for greater effect. For instance, a ranger might be able to use Knowledge (nobility and royalty) to get a better idea of which lord is in charge of a unit or make a Knowledge (history) to determine what type of unit they're spotting.</p><p></p><p></p><p></p><p>Since this isn't magic, I think there should be penalties to attempts to track rangers rather than completely removing the trail. This would make it possible for a ranger to track another ranger (although probably not if they're of the same level). There's already a way to do this in the rules, but requires slower movement; I would suggest a long-range ranger could inflict a greater penalty while still moving at full speed.</p><p></p><p>IMO, favored terrain does not do enough to replace favored enemies, so I would suggest some additional combat ability, perhaps based on surprise, as well. (This is one reason I like the Scout class. The combat abilities all make sense for the class, although I've noticed you didn't think that fit for this specific archetype.)</p><p></p><p><u>Favored Terrains choices</u>: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).</p><p></p><p></p><p></p><p>This is pretty neat. Same note about auto-hidden trails.</p><p></p><p></p><p></p><p>I like these ones too. Off-hand, I can't think of any additional feats to add to the list except Mobility and Spring Attack, but I'm sure there's a ton of feats that would support archery (besides what rangers could normally get) out there somewhere.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6114216, member: 1165"] There's only one problem with this: it's a skill tax. IMO, this should be a class feature, not a skill, which allows the ranger to use a previously existing skill for greater effect. For instance, a ranger might be able to use Knowledge (nobility and royalty) to get a better idea of which lord is in charge of a unit or make a Knowledge (history) to determine what type of unit they're spotting. Since this isn't magic, I think there should be penalties to attempts to track rangers rather than completely removing the trail. This would make it possible for a ranger to track another ranger (although probably not if they're of the same level). There's already a way to do this in the rules, but requires slower movement; I would suggest a long-range ranger could inflict a greater penalty while still moving at full speed. IMO, favored terrain does not do enough to replace favored enemies, so I would suggest some additional combat ability, perhaps based on surprise, as well. (This is one reason I like the Scout class. The combat abilities all make sense for the class, although I've noticed you didn't think that fit for this specific archetype.) [U]Favored Terrains choices[/U]: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane). This is pretty neat. Same note about auto-hidden trails. I like these ones too. Off-hand, I can't think of any additional feats to add to the list except Mobility and Spring Attack, but I'm sure there's a ton of feats that would support archery (besides what rangers could normally get) out there somewhere. [/QUOTE]
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"Military Scout Ranger" for 3.5e
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