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Rangers: Leave them alone!?
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<blockquote data-quote="Wanderlust" data-source="post: 553493" data-attributes="member: 4738"><p>Quite right, good Sir</p><p></p><p> </p><p></p><p>I have to disagree here. This "loner" could compliment a party in many ways, and he need not necessarily be a loner. I just think that his emphasis on Wilderness survival wouldn't leave room for the infiltrator aspect. BUT, I do think that in place of <em>infiltrator</em> you can substitute <em>ambusher</em> .</p><p></p><p></p><p> </p><p></p><p>Hey, I'm not knocking anything! Ninjas are cool! But seriously, in all of fantasy the Elf Ranger (tm) is my favourite concept, and yes, I think that the current rendition is sadly lacking. So yes, I think it should be changed.</p><p></p><p> </p><p></p><p>Ok well, I'd do what you said and go back to the idea of what a ranger is. Well, I see him as a stealthy woodsman/hunter sort that might not be able to go toe to toe with a fighter, but could easily rip the fighter to shreds when in his home environment.</p><p></p><p>So, that basically translates to keeping his class skills as they are, though I'd be tempted to give him balance as well for the sake of hiding in trees, but I guess cross class is good enough.</p><p></p><p>As for actual changes I'd go with a similar path, but not the exact path, as the Alt Ranger, which I unfortunately don't have a link to at the moment. I'd start with dropping <em>favored enemy</em> in favor of <em>Favored Terrain</em> which may be chosen from table 9-5 of the PHB and work almost exactly like <em>favored enemy</em> in that you would get the same bonuses and a new Terrain every five levels. When in his <em>Favored Terrain</em> the bonuses apply to Animal Empathy, Hide, Move Silently, Intuit Direction, and Wilderness Lore. Also debateable is giving him the bonus to Spot and Listen as he can easily notice when things are out of place when in his <em>Favored Terrain</em>.</p><p></p><p>There is also the <em>Overland Movement</em> ability. When travelling alone the Ranger may make a Wilderness Lore check DC 20 in order to travel as if on a highway. If with a group then they travel as if on a road. This needs to be tweaked a bit, but I'm not in a patient mood at the moment.</p><p></p><p>The Two-Weapon fighting feats are most assuredly gone. In their place the Ranger will receive Point Blank Shot. Yes, only one feat, but at the third level the Ranger will receive the Druid ability Woodland Stride, and then at sixth he'll get Trackless Step.</p><p></p><p>Spell progression remains the same pretty much the same with some small additions. Check out Monte's ranger to find out the new spells, but his spells versus favored enemy will not be used of course. Skill pts are increased to 6 per level.</p><p></p><p>At level 16, 17, or 18 or perhaps not at all, the Ranger may make ranged coup de grace attacks within 30' provided that the recipient has no idea that he's there.</p><p></p><p>Lastly the hit die is dropped to d8.</p><p></p><p>Any thoughts?</p><p></p><p></p><p></p><p></p><p></p><p>Wanderlust</p></blockquote><p></p>
[QUOTE="Wanderlust, post: 553493, member: 4738"] Quite right, good Sir I have to disagree here. This "loner" could compliment a party in many ways, and he need not necessarily be a loner. I just think that his emphasis on Wilderness survival wouldn't leave room for the infiltrator aspect. BUT, I do think that in place of [I]infiltrator[/I] you can substitute [I]ambusher[/I] . Hey, I'm not knocking anything! Ninjas are cool! But seriously, in all of fantasy the Elf Ranger (tm) is my favourite concept, and yes, I think that the current rendition is sadly lacking. So yes, I think it should be changed. Ok well, I'd do what you said and go back to the idea of what a ranger is. Well, I see him as a stealthy woodsman/hunter sort that might not be able to go toe to toe with a fighter, but could easily rip the fighter to shreds when in his home environment. So, that basically translates to keeping his class skills as they are, though I'd be tempted to give him balance as well for the sake of hiding in trees, but I guess cross class is good enough. As for actual changes I'd go with a similar path, but not the exact path, as the Alt Ranger, which I unfortunately don't have a link to at the moment. I'd start with dropping [I]favored enemy[/I] in favor of [I]Favored Terrain[/I] which may be chosen from table 9-5 of the PHB and work almost exactly like [I]favored enemy[/I] in that you would get the same bonuses and a new Terrain every five levels. When in his [I]Favored Terrain[/I] the bonuses apply to Animal Empathy, Hide, Move Silently, Intuit Direction, and Wilderness Lore. Also debateable is giving him the bonus to Spot and Listen as he can easily notice when things are out of place when in his [I]Favored Terrain[/I]. There is also the [I]Overland Movement[/I] ability. When travelling alone the Ranger may make a Wilderness Lore check DC 20 in order to travel as if on a highway. If with a group then they travel as if on a road. This needs to be tweaked a bit, but I'm not in a patient mood at the moment. The Two-Weapon fighting feats are most assuredly gone. In their place the Ranger will receive Point Blank Shot. Yes, only one feat, but at the third level the Ranger will receive the Druid ability Woodland Stride, and then at sixth he'll get Trackless Step. Spell progression remains the same pretty much the same with some small additions. Check out Monte's ranger to find out the new spells, but his spells versus favored enemy will not be used of course. Skill pts are increased to 6 per level. At level 16, 17, or 18 or perhaps not at all, the Ranger may make ranged coup de grace attacks within 30' provided that the recipient has no idea that he's there. Lastly the hit die is dropped to d8. Any thoughts? Wanderlust [/QUOTE]
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