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Ranger sub class- Tactician scout
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<blockquote data-quote="peterka99" data-source="post: 6635330" data-attributes="member: 6787234"><p>Maybe i'll need to add the little flavor perks from then... And nerf a little the class. Well, I did it already. I made it a recon expert in 2014. I created a multi-sub-class system then and got no replies concerning balance... 4 hours of work... <a href="http://www.enworld.org/forum/showthread.php?398399-Scout-Meta-archetype" target="_blank">http://www.enworld.org/forum/showthread.php?398399-Scout-Meta-archetype</a></p><p></p><p>I would rather remove spells and get these tricks instead (it will end the MAD debate!):</p><p></p><p></p><p>The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way.</p><p></p><p><strong>Scout Tricks</strong> (level 2)</p><p></p><p>Gain 2 Scout (athletic and/or recon expert) Tricks of your choice, (see below). Gain 1 additional Scout Tricks at levels 5,9,13,17 (note: ranger higher level spells first appearance)</p><p></p><p>[SBLOCK]</p><p></p><p>Athletics:</p><p></p><p><strong>Adept Climber</strong>. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.</p><p></p><p><strong>Cliffhanger</strong>. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level.</p><p></p><p><strong>Hicker</strong> Difficult terrain doesn’t slow your group’s travel in any environment.</p><p></p><p><strong>Night Raid</strong>. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to travel in silence and hidden from lookouts. The party can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening your party's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.</p><p></p><p>Reconnaissance Expert:</p><p></p><p><strong>Dead Reckoning</strong>. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace on a mount you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc).</p><p></p><p><strong>Intelligence Analysis</strong> You are proficient with cartographer’s tool and siphering and deciphering of crypted script in your language. You can understand the main ideas from scripts in other languages.You don’t have the knack to create your own encryption. Others can decipher your code if teached or if they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus) with an advantage, or if they use magic to decipher it.</p><p></p><p><strong>Able Imitator </strong>You can mimic the speech of an animal . You must have heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.</p><p></p><p><strong>Favored Countryside</strong>. Select a particular countryside in your campaign world. When at that area, you gain three benefits. First, you can traverse the area using passages that allow you to avoid detection, and you have some kind of secret safe cottage. Second, you have advantage on any Charisma checks to gather information in the countryside, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from the area hamlets for yourself and your companions, though you must be flexible about being hidden among refuse or the like.</p><p></p><p><strong>Favored City</strong>. Select a particular city in your campaign world. When at that city, you gain Four benefits. First, you can traverse the city using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from that city for yourself and your companions, though you must be flexible about being hidden among refuse or the like. Fourth, this City is a favored terrain as per Nature Explorer ability.</p><p></p><p><strong>Briefing Reckoning </strong>You have advantage and proficiencies on Intelligence checks to recall lore about monsters, legends, hidden treasures, dungeons and cities, and natural wonders and other details given on a briefing before one reconnaissance mission.</p><p></p><p><strong>Perfect Memory</strong> You can accurately recall anything you have seen or heard within the past month about your last scouting mission(s) details. [/SBLOCK]</p></blockquote><p></p>
[QUOTE="peterka99, post: 6635330, member: 6787234"] Maybe i'll need to add the little flavor perks from then... And nerf a little the class. Well, I did it already. I made it a recon expert in 2014. I created a multi-sub-class system then and got no replies concerning balance... 4 hours of work... [URL]http://www.enworld.org/forum/showthread.php?398399-Scout-Meta-archetype[/URL] I would rather remove spells and get these tricks instead (it will end the MAD debate!): The Scout archetype represents a consummate explorer or spy, perceptive and a nimble warrior who fights with intelligence. Their favored terrain may be wilderness, dungeons or cities, everywhere their sponsor or officer ask them to perform reconnaissance. the Scout mission briefing grants her advantages and she adopts an intelligent and mobile style of fighting. The myriad dangers of their terrain– monsters, invading armies and calamities- are well known to the Scout, who can handle anything Mother Nature or humanoids throws on her way. [B]Scout Tricks[/B] (level 2) Gain 2 Scout (athletic and/or recon expert) Tricks of your choice, (see below). Gain 1 additional Scout Tricks at levels 5,9,13,17 (note: ranger higher level spells first appearance) [SBLOCK] Athletics: [B]Adept Climber[/B]. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing. [B]Cliffhanger[/B]. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level. [B]Hicker[/B] Difficult terrain doesn’t slow your group’s travel in any environment. [B]Night Raid[/B]. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to travel in silence and hidden from lookouts. The party can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening your party's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc. Reconnaissance Expert: [B]Dead Reckoning[/B]. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace on a mount you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a army host (standards, officers, etc). [B]Intelligence Analysis[/B] You are proficient with cartographer’s tool and siphering and deciphering of crypted script in your language. You can understand the main ideas from scripts in other languages.You don’t have the knack to create your own encryption. Others can decipher your code if teached or if they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus) with an advantage, or if they use magic to decipher it. [B]Able Imitator [/B]You can mimic the speech of an animal . You must have heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. [B]Favored Countryside[/B]. Select a particular countryside in your campaign world. When at that area, you gain three benefits. First, you can traverse the area using passages that allow you to avoid detection, and you have some kind of secret safe cottage. Second, you have advantage on any Charisma checks to gather information in the countryside, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from the area hamlets for yourself and your companions, though you must be flexible about being hidden among refuse or the like. [B]Favored City[/B]. Select a particular city in your campaign world. When at that city, you gain Four benefits. First, you can traverse the city using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard any land vehicule departing from that city for yourself and your companions, though you must be flexible about being hidden among refuse or the like. Fourth, this City is a favored terrain as per Nature Explorer ability. [B]Briefing Reckoning [/B]You have advantage and proficiencies on Intelligence checks to recall lore about monsters, legends, hidden treasures, dungeons and cities, and natural wonders and other details given on a briefing before one reconnaissance mission. [B]Perfect Memory[/B] You can accurately recall anything you have seen or heard within the past month about your last scouting mission(s) details. [/SBLOCK] [/QUOTE]
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