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[Partial OT] The Monte Cook Ranger
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<blockquote data-quote="Fenris" data-source="post: 376645" data-attributes="member: 2820"><p><strong>Matt's Ranger</strong></p><p></p><p>I liked Matt's ranger a lot. So much that I wanted to use it but like many others waited for an update. So with my gratitude and apologies to Matt Colville here is my take on Matt's ranger. I have basically just tweaked the Creature Lore feature. But I tried to put my changes in red to show what I changed althought I didn't get them all. Hopefully it is clear. Please let me know if this mechanic works.</p><p></p><p>The Ranger is a master hunter of the wilderness. His lore is the lore of beasts and monsters, no creature that travels in the forest can keep their presence from him, and where he walks, none can follow.</p><p><span style="color: red">As Soveliss squats and studies the empty campsite, sifting through piles of waste and dung, Lidda and Mialee keep watch. After probing a pile of dung with a stick, Soveliss stands and says "The band of gnolls we have been following were here two nights ago. There are five males in the group and two are injured. They ate a large meal, most likely the rest of the farmer they kidnapped four days ago. They rested here all of the next day. They will be hungry again soon So they will slow down to hunt. We should be able to gain some ground on them. Follow me." And with that the ranger begins off into the underbrush, eyes alert for every sign of his quarry. "How did he know all of that?" Lidda asks. "I don't want to know!" replies Mialee watching the ranger on his hands and knees sniffing footprints</span> </p><p></p><p>Alignment: Any.</p><p>Hit Die: d10.</p><p><span style="color: red">Skill Points: 6</span> </p><p>Class Skills: The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).</p><p>Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.</p><p></p><p>TABLE: The Ranger</p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>----- ------------ ---- ---- ---- -------</p><p>1 +1 +2 +2 +0 Studied Foe, Live Off The Land, Track (bonus feat)</p><p>2 +2 +3 +3 +0 Studied Hunter</p><p>3 +3 +3 +3 +1 Wilderness Awareness, Studied Foe</p><p>4 +4 +4 +4 +1 Free Climber</p><p>5 +5 +4 +4 +1 Studied Combatant</p><p>6 +6/+1 +5 +5 +2 Studied Foe</p><p>7 +7/+2 +5 +5 +2 Unhindered Movement</p><p>8 +8/+3 +6 +6 +2 </p><p>9 +9/+4 +6 +6 +3 Studied Foe</p><p>10 +10/+5 +7 +7 +3 </p><p>11 +11/+6/+1 +7 +7 +3 Camouflage</p><p>12 +12/+7/+2 +8 +8 +4 Studied Foe</p><p>13 +13/+8/+3 +8 +8 +4 Master Hunter</p><p>14 +14/+9/+4 +9 +9 +4 </p><p>15 +15/+10/+5 +9 +9 +5 Master Combatant, Studied Foe</p><p>16 +16/+11/+6/+1 +10 +10 +5 </p><p>17 +17/+12/+7/+2 +10 +10 +5 Find The Weakness</p><p>18 +18/+13/+8/+3 +11 +11 +6 Studied Foe</p><p>19 +19/+14/+9/+4 +11 +11 +6 </p><p>20 +20/+15/+10/+5 +12 +12 +6 </p><p></p><p></p><p><span style="color: red">Studied Foe: Rangers are very focused people. They study all aspects of their enemies, they exchange tales with other rangers and discuss minute details of animal behavior that would bore a druid. But this attention to detail is what makes a ranger so hard to elude if he is following you. At first, third and every third level after that a ranger may pick a Studied Foe. This is a set of creatures that the ranger has spent time watching, tracking, studying and talking to other rangers about. A ranger may make a Studied Foe check to determine the knowledge he has acquired about his Studied Foe. A successful check allows the ranger to know about the creatures ecology, habitat, likely places for a lair, when, where and what it hunts, it's weaknesses, it's strengths, any combat tactics it prefers and any other behavioral tendencies. It allows a ranger to identify scat as from a Studied Foe and what it ate and how long ago. A Studied Foe check should be made by rolling a d20 and adding the rangers level to the result. Compare the result against the Studied Foe's DC to determine the results. </span></p><p><span style="color: red"></span></p><p><span style="color: red">Animals (DC: 10), Beasts (DC: 10), Dragons (DC: 25), Fey (DC: 20), Giants (DC: 15), Humanoids (goblinoids and reptilian only) (DC: 10), Magical Beasts (DC: 15), Monstrous Humanoids (DC: 15), Humans and Demi-humans (DC 15), Plants (DC: 10), or Vermin (DC: 10)</span></p><p><span style="color: red"></span></p><p><span style="color: red">Roll Result Studied Foe Knowledge</span></p><p><span style="color: red">Less than DC:Ranger does not know or remembers incorrect knowledge</span></p><p><span style="color: red"></span></p><p><span style="color: red">Succeed by 1-5: Ranger knows or can perceive the basics of a situation, the number, size and type of creatures</span></p><p><span style="color: red"></span></p><p><span style="color: red">Succeed by 6-10: Ranger can tell how old a campsite or mark is, how rapidly the prey is travelling, if the subject was moving strangely</span></p><p><span style="color: red"></span></p><p><span style="color: red">Succeed by 11-15: Ranger positively identify scat or other remains and identity most contents, ranger can determine the load a Foe is carrying or if they are injured. </span></p><p><span style="color: red"></span></p><p><span style="color: red">Succeed by 16-20: Ranger knows the subject intimately. Any evidence found provides the ranger with clues into the Foes behavior. Ranger can predict where the Foe would travel next, where it would lair, can tell by scent when an individual is in heat. The Ranger knows his Foe better than he knows himself sometimes.</span></p><p><span style="color: red"></span></p><p><span style="color: red">It is the sole discretion of the DM to determine what level of information is garnered by a Studied Foe check. This should reflect what evidence there is for the Ranger to find as well as it's age and the Rangers familiarity with his foe. The DCs mean that only the most experienced ranger will be able to decipher larger amount of information from a site.</span> </p><p></p><p></p><p></p><p></p><p>Live Off The Land: The Ranger never wants for food. By spending one hour hunting, he can provide a day's food for a number of people equal to his ranger levels without making a Wilderness Lore check. If he is accompanied by anyone other than another ranger, this ability will not function.</p><p></p><p>Studied Hunter: Whereas track allows a ranger to follow a set of tracks, Studied Hunter allows a ranger to examine an area in which a Studied Foe he is tracking has passed and know what they did while there. A successful Search check tells the ranger how many creatures passed this way, what type of creatures they were, and what they did. He would recognize that two groups met and talked, met and fought, that one group ambushed the other, or that one group subdued the other without a fight. If there was a battle, the ranger knows what weapons were employed and how the battle progressed, including who was victorious.</p><p></p><p>The search check for this ability is opposed by the hide result and modified by terrain and time as follows.</p><p></p><p>New Use For Hide: A character or group can use Hide to thwart a ranger’s Studied Hunter ability. By declaring their intent to ‘cover their tracks,’ an individual or group can make a Hide test. The result acts as the DC for Studied Hunter.</p><p></p><p>Wilderness Awareness: The others talk, ride, make jokes, pass the time. But a Ranger is always acutely conscious of his surroundings. He can detect the presence of any predatory creature or fellow humanoid at a maximum range equal to 50' plus 10' for every ranger level. This is based on a Spot check with a bonus of +1 for every two levels the ranger has. By concentrating for one round, he knows how many there are. By concentrating for two rounds, he knows what size creatures they are. After three rounds of concentration, he may determine if they are a Studied Foe. After four rounds of concentration, he knows if they're closing in, maintaining their distance, or fleeing and he knows if they are aware of the group's presence or not.</p><p></p><p>Free Climber: At 4th level, the ranger gains +5 to any attempt to climb a tree or any natural rock.</p><p></p><p>Studied Combatant: At 5th level, creatures affected by his Studied Foe ability cannot flank a ranger. His weapons are considered keen against these creatures if they are not keen already, and he is not subject to critical hits by these creature types.</p><p></p><p>Unhindered Movement: At 7th level, the ranger ignores terrain penalties to movement.</p><p></p><p>Camouflage: at 11th level, a ranger gains a +5 to any attempt to move silently or hide. </p><p></p><p>Master Hunter: At 13th level, the ranger's Hunter ability can be used against those who hide their traces using magical or supernatural means such as pass without trace.</p><p></p><p>Master Combatant: at 15th level, the ranger gains an extra attack per round against any of the creatures affected by his Studied Foe ability.</p><p></p><p>Find The Weakness: at 17th level, a Ranger can, once per day, make a Coup De Grace attack against any creature affected by his Studied Foe ability. The creature need not be stunned or helpless, the attack must be armed, but can be a melee or ranged attack.</p></blockquote><p></p>
[QUOTE="Fenris, post: 376645, member: 2820"] [b]Matt's Ranger[/b] I liked Matt's ranger a lot. So much that I wanted to use it but like many others waited for an update. So with my gratitude and apologies to Matt Colville here is my take on Matt's ranger. I have basically just tweaked the Creature Lore feature. But I tried to put my changes in red to show what I changed althought I didn't get them all. Hopefully it is clear. Please let me know if this mechanic works. The Ranger is a master hunter of the wilderness. His lore is the lore of beasts and monsters, no creature that travels in the forest can keep their presence from him, and where he walks, none can follow. [COLOR=red]As Soveliss squats and studies the empty campsite, sifting through piles of waste and dung, Lidda and Mialee keep watch. After probing a pile of dung with a stick, Soveliss stands and says "The band of gnolls we have been following were here two nights ago. There are five males in the group and two are injured. They ate a large meal, most likely the rest of the farmer they kidnapped four days ago. They rested here all of the next day. They will be hungry again soon So they will slow down to hunt. We should be able to gain some ground on them. Follow me." And with that the ranger begins off into the underbrush, eyes alert for every sign of his quarry. "How did he know all of that?" Lidda asks. "I don't want to know!" replies Mialee watching the ranger on his hands and knees sniffing footprints[/COLOR] Alignment: Any. Hit Die: d10. [COLOR=red]Skill Points: 6[/COLOR] Class Skills: The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. TABLE: The Ranger Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +1 +2 +2 +0 Studied Foe, Live Off The Land, Track (bonus feat) 2 +2 +3 +3 +0 Studied Hunter 3 +3 +3 +3 +1 Wilderness Awareness, Studied Foe 4 +4 +4 +4 +1 Free Climber 5 +5 +4 +4 +1 Studied Combatant 6 +6/+1 +5 +5 +2 Studied Foe 7 +7/+2 +5 +5 +2 Unhindered Movement 8 +8/+3 +6 +6 +2 9 +9/+4 +6 +6 +3 Studied Foe 10 +10/+5 +7 +7 +3 11 +11/+6/+1 +7 +7 +3 Camouflage 12 +12/+7/+2 +8 +8 +4 Studied Foe 13 +13/+8/+3 +8 +8 +4 Master Hunter 14 +14/+9/+4 +9 +9 +4 15 +15/+10/+5 +9 +9 +5 Master Combatant, Studied Foe 16 +16/+11/+6/+1 +10 +10 +5 17 +17/+12/+7/+2 +10 +10 +5 Find The Weakness 18 +18/+13/+8/+3 +11 +11 +6 Studied Foe 19 +19/+14/+9/+4 +11 +11 +6 20 +20/+15/+10/+5 +12 +12 +6 [COLOR=red]Studied Foe: Rangers are very focused people. They study all aspects of their enemies, they exchange tales with other rangers and discuss minute details of animal behavior that would bore a druid. But this attention to detail is what makes a ranger so hard to elude if he is following you. At first, third and every third level after that a ranger may pick a Studied Foe. This is a set of creatures that the ranger has spent time watching, tracking, studying and talking to other rangers about. A ranger may make a Studied Foe check to determine the knowledge he has acquired about his Studied Foe. A successful check allows the ranger to know about the creatures ecology, habitat, likely places for a lair, when, where and what it hunts, it's weaknesses, it's strengths, any combat tactics it prefers and any other behavioral tendencies. It allows a ranger to identify scat as from a Studied Foe and what it ate and how long ago. A Studied Foe check should be made by rolling a d20 and adding the rangers level to the result. Compare the result against the Studied Foe's DC to determine the results. Animals (DC: 10), Beasts (DC: 10), Dragons (DC: 25), Fey (DC: 20), Giants (DC: 15), Humanoids (goblinoids and reptilian only) (DC: 10), Magical Beasts (DC: 15), Monstrous Humanoids (DC: 15), Humans and Demi-humans (DC 15), Plants (DC: 10), or Vermin (DC: 10) Roll Result Studied Foe Knowledge Less than DC:Ranger does not know or remembers incorrect knowledge Succeed by 1-5: Ranger knows or can perceive the basics of a situation, the number, size and type of creatures Succeed by 6-10: Ranger can tell how old a campsite or mark is, how rapidly the prey is travelling, if the subject was moving strangely Succeed by 11-15: Ranger positively identify scat or other remains and identity most contents, ranger can determine the load a Foe is carrying or if they are injured. Succeed by 16-20: Ranger knows the subject intimately. Any evidence found provides the ranger with clues into the Foes behavior. Ranger can predict where the Foe would travel next, where it would lair, can tell by scent when an individual is in heat. The Ranger knows his Foe better than he knows himself sometimes. It is the sole discretion of the DM to determine what level of information is garnered by a Studied Foe check. This should reflect what evidence there is for the Ranger to find as well as it's age and the Rangers familiarity with his foe. The DCs mean that only the most experienced ranger will be able to decipher larger amount of information from a site.[/COLOR] Live Off The Land: The Ranger never wants for food. By spending one hour hunting, he can provide a day's food for a number of people equal to his ranger levels without making a Wilderness Lore check. If he is accompanied by anyone other than another ranger, this ability will not function. Studied Hunter: Whereas track allows a ranger to follow a set of tracks, Studied Hunter allows a ranger to examine an area in which a Studied Foe he is tracking has passed and know what they did while there. A successful Search check tells the ranger how many creatures passed this way, what type of creatures they were, and what they did. He would recognize that two groups met and talked, met and fought, that one group ambushed the other, or that one group subdued the other without a fight. If there was a battle, the ranger knows what weapons were employed and how the battle progressed, including who was victorious. The search check for this ability is opposed by the hide result and modified by terrain and time as follows. New Use For Hide: A character or group can use Hide to thwart a ranger’s Studied Hunter ability. By declaring their intent to ‘cover their tracks,’ an individual or group can make a Hide test. The result acts as the DC for Studied Hunter. Wilderness Awareness: The others talk, ride, make jokes, pass the time. But a Ranger is always acutely conscious of his surroundings. He can detect the presence of any predatory creature or fellow humanoid at a maximum range equal to 50' plus 10' for every ranger level. This is based on a Spot check with a bonus of +1 for every two levels the ranger has. By concentrating for one round, he knows how many there are. By concentrating for two rounds, he knows what size creatures they are. After three rounds of concentration, he may determine if they are a Studied Foe. After four rounds of concentration, he knows if they're closing in, maintaining their distance, or fleeing and he knows if they are aware of the group's presence or not. Free Climber: At 4th level, the ranger gains +5 to any attempt to climb a tree or any natural rock. Studied Combatant: At 5th level, creatures affected by his Studied Foe ability cannot flank a ranger. His weapons are considered keen against these creatures if they are not keen already, and he is not subject to critical hits by these creature types. Unhindered Movement: At 7th level, the ranger ignores terrain penalties to movement. Camouflage: at 11th level, a ranger gains a +5 to any attempt to move silently or hide. Master Hunter: At 13th level, the ranger's Hunter ability can be used against those who hide their traces using magical or supernatural means such as pass without trace. Master Combatant: at 15th level, the ranger gains an extra attack per round against any of the creatures affected by his Studied Foe ability. Find The Weakness: at 17th level, a Ranger can, once per day, make a Coup De Grace attack against any creature affected by his Studied Foe ability. The creature need not be stunned or helpless, the attack must be armed, but can be a melee or ranged attack. [/QUOTE]
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[Partial OT] The Monte Cook Ranger
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