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Rangers favoured enemy
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<blockquote data-quote="Celebrim" data-source="post: 696941" data-attributes="member: 4937"><p>The reason sense motive and bluff are part of favored enemy is that Ranger made a big move from 'good aligned wilderness fighter' towards 'bounty hunter' in 3rd edition, and for my part that is a completely welcome change. For one things, it vastly opens up the range of character types for which 'Ranger' is appropriate: bounty hunters, law officers, thief catchers, military scouts, big game hunters, slayers, mercenaries, assassins, serial killers, and yes rangers.</p><p></p><p>I just didn't think they went far enough with it. There are lingering 'woodsy' elements, lingering spell caster elements, and so forth.</p><p></p><p>I'd 'fix' ranger for 3.5 as follows. Divorse it _completely_ from any flavor concepts. Change the name to 'Hunter'. You ought to be able to play an 'urban ranger' without need for a separate class. </p><p></p><p>I personally think that the spells need to be completely stripped off. Clearly, not everyone who is a 'ranger' now is going to learn to be in touch with nature. If you want to play a spell casting Hunter, take a few levels of Druid, Cleric, or what not. Worse come to worse, put Ranger back in as a prestige class with half spell progression if only to satisfy the folks that are used to 'rangers' being a feature of campaigns and want to play them in the tradiational fashion.</p><p></p><p>Bump up the power of 'favored enemy'. In particular, favored enemy should always work against things normally immune to critical hits. A feat that lets someone with favored enemy do critical hits to thier favored enemy isn't a bad idea either. That way, you can have an 'Undead Slayer' character concept or whatever without having to resort to a whole other non-core class. </p><p></p><p>Replace the bonus feats for two weapon fighting with a list of choices for combat feats, retaining the same 'not in heavy armor' restriction to keep hunter separated somewhat from fighter.</p><p></p><p>Add a few more bonus feats (taken from a flavor appropriate list) to make up for the long periods when a 'Hunter' is waiting for his favored enemy bump, round out the class, and make up for the loss of spell casting abilities.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 696941, member: 4937"] The reason sense motive and bluff are part of favored enemy is that Ranger made a big move from 'good aligned wilderness fighter' towards 'bounty hunter' in 3rd edition, and for my part that is a completely welcome change. For one things, it vastly opens up the range of character types for which 'Ranger' is appropriate: bounty hunters, law officers, thief catchers, military scouts, big game hunters, slayers, mercenaries, assassins, serial killers, and yes rangers. I just didn't think they went far enough with it. There are lingering 'woodsy' elements, lingering spell caster elements, and so forth. I'd 'fix' ranger for 3.5 as follows. Divorse it _completely_ from any flavor concepts. Change the name to 'Hunter'. You ought to be able to play an 'urban ranger' without need for a separate class. I personally think that the spells need to be completely stripped off. Clearly, not everyone who is a 'ranger' now is going to learn to be in touch with nature. If you want to play a spell casting Hunter, take a few levels of Druid, Cleric, or what not. Worse come to worse, put Ranger back in as a prestige class with half spell progression if only to satisfy the folks that are used to 'rangers' being a feature of campaigns and want to play them in the tradiational fashion. Bump up the power of 'favored enemy'. In particular, favored enemy should always work against things normally immune to critical hits. A feat that lets someone with favored enemy do critical hits to thier favored enemy isn't a bad idea either. That way, you can have an 'Undead Slayer' character concept or whatever without having to resort to a whole other non-core class. Replace the bonus feats for two weapon fighting with a list of choices for combat feats, retaining the same 'not in heavy armor' restriction to keep hunter separated somewhat from fighter. Add a few more bonus feats (taken from a flavor appropriate list) to make up for the long periods when a 'Hunter' is waiting for his favored enemy bump, round out the class, and make up for the loss of spell casting abilities. [/QUOTE]
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